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weird_things [2017/03/11 09:13] – [Weird Things] added classifications lucaweird_things [2019/03/29 22:24] (current) – [Phasma] moogle
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 ====== Weird Things ====== ====== Weird Things ======
-Weird Things (or Weirds) are a classification of naturally occurring //beings// with otherworldly or extraordinary powers and qualities. In less advanced societies, they are often likened to demons, devils, angels, ghosts, spirits, cryptids, and other representatives and avatars of forces beyond mortal comprehension. No two Weirds, even within the same classification, portfolio, or even serving the same forcesare physically alike - but some Weirds have a degree of control over their appearances for deception, self-preservation, or because it suits their fancy.+Weird Things (or Weirds) are a classification of naturally occurring //beings// with otherworldly or extraordinary powers and qualities. In less advanced societies, they are often likened to demons, devils, angels, ghosts, spirits, cryptids, and other representatives and avatars of forces beyond mortal comprehension. No two Weirds, even within the same classification, portfolio, or even serving the same forces are alike, as they have a degree of control over their appearances for deception, self-preservation, or because it suits their fancy.
  
-Weirds are surmised to come from a series of pocket dimensions called the Weald. Upon destruction of the physical body within the world, a Weird's essence and 'soul' returns to the Weald to recoalesce. Powerful Weirds will have a good recall of their demise, and may be spurred to take action against their killer, or their associates. Weirds destroyed within the Weald are destroyed permanently.+Weirds are surmised to come from a series of pocket dimensions called the Weald. Upon destruction of the physical body within the world, a Weird's essence and 'soul' returns to the Weald to re-coalesce. Powerful Weirds will have a good recall of their demise, and may be spurred to take action against their killer, or their associates. Weirds destroyed within the Weald are destroyed //permanently//.
  
 Magicians and Psions are most readily associated with being in contact with Weirds, along with those who are (un)lucky enough to become the object of a Weird's interests, ire, or long-term goals. Magicians and Psions are most readily associated with being in contact with Weirds, along with those who are (un)lucky enough to become the object of a Weird's interests, ire, or long-term goals.
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 A classification scale for Weirds is as follows, as agreed upon by [[society/kingdom_of_albion]] and the [[society/unity_protocol]]. The more powerful a Weird is, the less likely it is to appear or be summoned into reality. A classification scale for Weirds is as follows, as agreed upon by [[society/kingdom_of_albion]] and the [[society/unity_protocol]]. The more powerful a Weird is, the less likely it is to appear or be summoned into reality.
  
-  * **Null Weird** - Poses little to no threat individually or as a group. Insects or other critterssuch as pretty butterflies or spectral songbirds generally reside hereand there are few restrictions on having Weird like this to liven the scenery up+**Rating** **Description** ^ **Examples** ^ **How to Deal With Them** | 
-  * **Youngster Weird** - The appearance of these Weirds, or a self-driven group may be construed as a threat to a handful of individuals, but they can be managed, persuaded, fed, paid, or otherwise handled easily. This can include pixies, benevolently inclined and service imps, familiars who do not put the caster at risk, and spectral greyhounds+|  **0**\\ Null  | Acts passively or poses little to no threat individually or as a group to people, or a natural feature of a location. | Pretty ButterfliesSpectral Songbirds, Notes on the Wind | Treated as natural phenomena in many areas, like bugs or birdsor feature of a natural landscape. Can be dismissed, avoided, or dealt with easily| 
-  * **Teenage Weird** - These Weirds have the potential to be a threat to an unspecified, large number of human lives if misused or angered. Weirds of this category are generally considered the limit for civilian grade summoning. Additional checks and balances may be required to summon, keep, or interact safely with one. This includes aggressive spectral mastiffsmalevolently inclined imps, ghosts, and familiars with agendas and tasks putting the user's life at risk+ **1**\\ Youngster  The appearance of these Weirds, or a self-driven group may be construed as a threat to a handful of individuals if driven to ire. | PixiesBenevolent/Service Imps, Spectral Sighthounds, Benevolent Familiars, Ancestor Spirits, Household and Natural Spirits((AKA: [[WP>Genius_(mythology)|Genius Loci]])) | Can be managed, persuaded, fed, paid, or otherwise handled easily with household items and little threat to self| 
-  * **Adult Weird** In this category, Weirds start becoming threats which require monitoring, as they can be a threat to an entire city if left unchecked. Rogue familiars who misuse and manipulate their casters before moving onto the next onesadistic impsdead fleshvengeful ghosts. Basic elementals also land in this category+ **2**\\ Teenage These Weirds have the potential to be a threat to an unspecified, large number of human lives if misused or angered. Weirds of this category are generally considered the limit for civilian grade summoning. | Spectral Mastiffs, Malevolent Imps, Ghosts, Familiars with hazardous agendas, Spirit Animals, Youkai | Additional checks and balances may be required to summon, keep, or interact safely with one of these WeirdsSome special or specific equipment may be requiredbut it isn't out of reach for many civilians| 
-  * **Old Weird** - Weirds here start to have trouble influencing reality due to their growing power, owning freeholds on the Weald to themselves and the ear of many followers. As such, they pose a threat to multiple cities. This includes spellcasters possessed and subsumed entirely by their familiarsdead flesh capable of intelligent, tactical thought and/or spreading contagiously; And haunted locations with recurring effects or curses. Combination elementals reside here too+ **3**\\ Adult  | In this category, Weirds start becoming threats which require monitoring, as they can be a threat to an entire city if left unchecked. | People possessed by FamiliarsSadistic ImpsDead Flesh, Vengeful Ghosts, Basic Elementals | Many societies have a measured and practised response for dealing with these Weirds when they arise, suitable for able-bodied laymen (read: police force) and magical professionals alike| 
-  * **Elder Weird** - Under this category, these Weirds are more likely to work through proxies and followers, willing or otherwise. This means they can be a threat to an entire civilisation or space-spread society. This includes Phasma, Star Men, powerful knowledges lending casters their direct power to work as their avatarsand phenomena such as ongoing haunted fogs or blood moons. Charged elementals fall into this category - in all their formsthey pose an unconscious threat to their surroundings+ **4**\\ Old  Weirds start to have trouble influencing reality due to their growing power, owning vast freeholds on the Weald and the ear of many followers. As such, they can pose a threat to multiple cities. | Spellcasters possessed by FamiliarsIntelligent Dead Flesh/Liches, Dead Flesh which spreads contagiously, Haunted Locations, Combination Elementals | Leave this to the professionals, and the army. But mostly the professionals. The key to dealing with these Weirds is where deviations occur, and more intimate knowledge of the creature in front of you is required| 
-  * **Master Weird** - Can pose a threat to the entire //galaxy//, if properly aggrieved and motivated to undertake such an act. Thankfully, most are completely incapable of entering into Realitybut they can still lend their influence to a large number of followers and other Weird subjects. This includes elder Phasma, space whalesand inexplicable locales like [[planet/albion/null]].+ **5**\\ Elder  | Weirds in this category are more likely to work through numerous proxies and followers, willing or otherwise. As a result, many of the examples here are capable of posing a threat to an entire civilisation or space-spread society. Phasma, Star Men, Gaia's Wrath, Fonts of Knowledge, Blood Moons, Creeping Terror, Charged Elementals | Some of these Weirds cannot be fought physicallyor their presence renders a fighting force irrelevant or docile through subversionOtherwise, it poses too overwhelming a force to deal with conventionally - and no two ways of dealing with these Weirds is alike! | 
 + **6**\\ Master Can pose a threat to the entire //galaxy//, if properly aggrieved and motivated to undertake such an act. Thankfully, most are completely incapable of entering into reality. Even so, they lend their influence and power to an untold number of followers and other Weird subjects. | Elder Phasma, Space Whales, The Grim Reaper, [[planet/albion/null]], Natural Portals to the Weald | No, really, leave it to the professionals - or better yet, let the //other// Weirds to bring this one down ... or rein it in. Meeting or interacting with a Weird of this category is a //very// big deal - mind your P's and Q's. | 
 +|  **7**\\ IMMORTAL  | If something can pose enough of a threat to exist in this category, //that's bad//. Such a Weird would be a threat all of to reality itself - not just the galaxy it happens to be host to. Could even be a threat to the Weald! | ??? ??? ??? ??? ??? ??? ??? ??? ??? | No idea! You're on your own, buddy! |
  
 ===== Physics of Weirds and the Weald ===== ===== Physics of Weirds and the Weald =====
-In relation to the conventionally understood models of physics, Weird Things by all accounts shouldn't exist, as they violate numerous laws including but not limited to thermodynamics. However, the study of thaumatology helps to fill the gap in conventional physics, determining Weirds to be natives to a series of pocket dimensions called The Weald, where there //are// laws of being, but ones which simply do not fit neatly into human understanding.+In relation to the conventionally understood models of physics, Weird Things by all accounts shouldn't exist, as they violate numerous laws including but not limited to thermodynamics. However, the study of thaumatology helps to fill the gap in conventional physics, determining Weirds to be natives to a series of pocket dimensions called The Weald, where there //are// laws of being, but ones which simply do not fit neatly into human or alien understanding((There are many instances of specific Weird Things and other related phenomena reported amongst Aliens. Xenocryptids are a rapidly growing subject.)).
  
 ==== Contacting Weirds and the Weald ==== ==== Contacting Weirds and the Weald ====
 +| "Do not call up that which you can not put down." \\ — H.P. Lovecraft, "The Case of Charles Dexter Ward" |
 +
 Contacting the Weald is an easy task, and it is assisted by learning more about the entity the caster wishes to make contact with, and getting a hold of offerings and associated objects the Weird would like. These things aren't necessarily of monetary value, but they are of value or interest to the Weird. Contacting the Weald is an easy task, and it is assisted by learning more about the entity the caster wishes to make contact with, and getting a hold of offerings and associated objects the Weird would like. These things aren't necessarily of monetary value, but they are of value or interest to the Weird.
  
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 The Weald is not an easily reachable location by casting some form of gate spell - to go to the Weald in person is an undertaking which can take months of travel, gathering materials, undertaking tasks. It is a journey and a quest first, and not a mere convenience. When travelling through the Weald, many precautions must be taken. The Weald is not an easily reachable location by casting some form of gate spell - to go to the Weald in person is an undertaking which can take months of travel, gathering materials, undertaking tasks. It is a journey and a quest first, and not a mere convenience. When travelling through the Weald, many precautions must be taken.
  
-In the worst of cases((Or best of cases, depending on how you look at it.)), a person be drawn into a pocket of the Weald by a powerful Weird.+In the worst of cases((Or best of cases, depending on how you look at it.)), a person can be drawn into a pocket of the Weald by a powerful Weird.
  
 ^:!: **For GMs**| As explained, travelling to the Weald is not a convenience. A story arc could involve undertaking the steps necessary for travelling to a portion of the Weald, and contacting the relevant Weirds and authorities to have a welcome that won't kill the players on arrival. | ^:!: **For GMs**| As explained, travelling to the Weald is not a convenience. A story arc could involve undertaking the steps necessary for travelling to a portion of the Weald, and contacting the relevant Weirds and authorities to have a welcome that won't kill the players on arrival. |
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 ==== Dead Flesh ==== ==== Dead Flesh ====
-Creatures of **Dead Flesh**((Also called the un-dead, zombies, slackjaws, rotters, and //many// other names.)) are the animated remains of deceased creatures in part or whole. They can be artificially made using foul rituals, can arise naturally from areas of dreadful magical phenomena, or be passed via horrid diseases. Diseases like this take effect once the person dies. As long as the person is alive, they can still be an infected carrier and cured later, as well as vaccinated((Get your local zombie shots up to date, folks!)).+Creatures of **Dead Flesh**((Also called the un-dead, zombies, walkers, slackjaws, rotters, and //many// other names.)) are the animated remains of deceased creatures in part or whole. They can be artificially made using foul rituals, can arise naturally from areas of dreadful magical phenomena, or be passed via horrid diseases. Diseases like this take effect once the person dies. As long as the person is alive, they can still be an infected carrier and cured later, as well as vaccinated((Get your local zombie shots up to date, folks!)).
  
-Dead Flesh are hostile towards the living by default, but stronger Deads can accept and obey simple orders from their creators, or retain fragments of their motivations if the life force belongs to the body. In particular, Dead Flesh are repelled and weakened by faith and conviction or sunlight, and are easily dealt with via blunt force trauma and any form of damage to the head/cranium/brain. When destroyed, the life force inhabiting the Dead Flesh dissapates.+Dead Flesh are hostile towards the living by default, but stronger Deads can accept and obey simple orders from their creators, or retain fragments of their motivations if the life force belongs to the body. In particular, Dead Flesh are repelled and weakened by faith and conviction or sunlight, and are easily dealt with via blunt force trauma and any form of damage to the head/cranium/brain. When destroyed, the life force inhabiting the Dead Flesh dissipates.
  
 Individually, a single creature of Dead Flesh is a shambling nuisance which can be dealt with using a cricket bat or bullet to the head((Don't forget to double tap.)). In large groups, Dead Flesh become a problem, and it is recommended to call the local police officers or pest control specialists unless the 'tools for the job' are on hand. Individually, a single creature of Dead Flesh is a shambling nuisance which can be dealt with using a cricket bat or bullet to the head((Don't forget to double tap.)). In large groups, Dead Flesh become a problem, and it is recommended to call the local police officers or pest control specialists unless the 'tools for the job' are on hand.
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 Living, pseudo-intelligent forces composed of the building blocks of the world according to primitive societies, **Elementals** escape the cycle of decay - constantly reconstructing themselves. Their temperaments are without prejudice or malice, merely existing, consuming as they need, and protecting themselves. Unless provoked, summoned, or curious, they have no reason to leave their surroundings. Their measurements vary by their age and strength, with the smallest being two feet across in all dimensions, and the largest being around ten feet across in all dimensions. Living, pseudo-intelligent forces composed of the building blocks of the world according to primitive societies, **Elementals** escape the cycle of decay - constantly reconstructing themselves. Their temperaments are without prejudice or malice, merely existing, consuming as they need, and protecting themselves. Unless provoked, summoned, or curious, they have no reason to leave their surroundings. Their measurements vary by their age and strength, with the smallest being two feet across in all dimensions, and the largest being around ten feet across in all dimensions.
  
-They are often bound into service by mages to provide their element for a purpose. For example, a fire elemental conjunction and air elemental can stoke and fuel a forge. They can also be named and called upon to provide materials or power for a spell, via a Familiar or direct contact. However, when the bindings of their containment fray, the magician fails to provide fuel or tribute, or the being is improperly dismissed, an Elemental can break out and unwittingly wreck havoc on the mage's workshop, and then the surrounding area - or stop lending their power to the practitioner in the case of long-distance calls.+They are often bound into service by mages to provide their element for a purpose: A fire elemental and air elemental can stoke and fuel a forge. They can also be named and called upon to provide materials or power for a spell, via a Familiaror direct contact. However, when the bindings of their containment fray, the magician fails to provide fuel or tribute, or the being is improperly dismissed, an Elemental can break out and unwittingly wreck havoc on the mage's workshop, and then the surrounding area - or stop lending their power to the practitioner in the case of long-distance calls.
  
-In their native environments on the Weald, they thrive. Rarely however, these Weirds can crop up in unspoiled areas of their natural element in reality, especially if area has not been disturbed by colonisation, building, or pollution. To fight an Elemental, a quick way of dealing with them is to use an opposing element or directly attacking their being.+In their native environments on the Weald, they thrive. Rarely however, these Weirds can crop up in unspoiled areas of their natural element in reality, especially if area has not been disturbed by settlement, colonisation, building, or pollution. To fight an Elemental, a quick way of dealing with them is to use an opposing element or directly attacking their being appropriately and proportionately((Such as a fire extinguisher against a fire elemental. It'll work on the small ones, but bigger elementals will need a fire truck or a sudden dunking!)).
  
 Elementals come in a variety of types and compositions. The following types of elemental have been observed, and categorised into three levels of intensity. Elementals come in a variety of types and compositions. The following types of elemental have been observed, and categorised into three levels of intensity.
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   * **Air** - Essentially a living gust of wind. When calm, they are a gentle breeze, merely a vague outline of a figure coalescing in place. When sufficiently plying themselves or roused to anger, they form a whirling vapour or swirling clouds. They can arise naturally from the hearts of tornados and cyclones, and attack by lifting up and dropping or buffeting their targets.   * **Air** - Essentially a living gust of wind. When calm, they are a gentle breeze, merely a vague outline of a figure coalescing in place. When sufficiently plying themselves or roused to anger, they form a whirling vapour or swirling clouds. They can arise naturally from the hearts of tornados and cyclones, and attack by lifting up and dropping or buffeting their targets.
   * **Earth** - Walking masses of stone and rubble, Earth elementals are slow, ponderous, and heavy. The largest of these elementals are almost like living hillocks, and they can glide through solid earth. They are most likely to be found close to a planet's core, where the outer mantle meets the crust near mineral veins. They can be unearthed by mining operations, and they attack by smashing things with their rocky appendages.   * **Earth** - Walking masses of stone and rubble, Earth elementals are slow, ponderous, and heavy. The largest of these elementals are almost like living hillocks, and they can glide through solid earth. They are most likely to be found close to a planet's core, where the outer mantle meets the crust near mineral veins. They can be unearthed by mining operations, and they attack by smashing things with their rocky appendages.
-  * **Fire** - A walking tower of flame, shower of sparks, or roaring bonfire on legs, Fire elementals heat their surroundings, providing warmth and heat at a distance, and burning anything within reach of it. They attack by bear-hugging and burning their targets to a crisp. They can be easily destroyed by dousing them in water, and have an aversion to moisture. +  * **Fire** - A walking tower of flame, shower of sparks, or roaring bonfire on legs, Fire elementals heat their surroundings, providing warmth and heat at a distance, and burning anything within reach of it. They attack by bear-hugging and burning their targets to a crisp. They can be easily destroyed by dousing them in water or starving them of oxygen, and they despise moisture. 
-  * **Water** - A living wave of the ocean, which can appear to be a soft and flowing ball of water, or a swirling white capped squall. They are most often encountered at the bottom of primordial oceans. Water elementals fight by rolling over and sweeping up targets then attempting to drown them, and whipping themselves into whirlpools within bodies of water to smash foes against nearby hazards. They have an aversion to heatand actively avoid dry areas.+  * **Water** - A living wave of the ocean, which can appear to be a soft and flowing ball of water, or a swirling white capped squall. They are most often encountered at the bottom of primordial oceans. Water elementals fight by rolling over and sweeping up targets then attempting to drown them, and whipping themselves into whirlpools within bodies of water to smash foes against nearby hazards. They have an aversion to heat and evaporation.
  
 === Combination Elementals ===  === Combination Elementals === 
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 ==== Imps ==== ==== Imps ====
-**Imps** serve as messengers or emissaries on behalf of powerful Weirds, or are independent agents looking for people to tempt, harass, or roll with for their own amusement. They are around two to four feet tall, with exaggerated proportions in the hips or shoulders, technicolour bodies with strange patterns, prehensile hair, elongated arms, claw-like fingernails, no visible primary sexual organs((They usually appear masculine, feminine, or somewhere in between.)), and wicked grins which speak volumes of their devious minds and impulsive attitudes.+**Imps** serve as messengers or emissaries on behalf of powerful Weirds, or are independent agents looking for people to tempt, harass, or roll with for their own amusement. They are around two to four feet tall, with exaggerated proportions in the hips or shoulders, technicolour bodies with strange patterns and texture, prehensile hair, elongated arms, claw-like fingernails, no visible primary sexual organs((They usually appear masculine, feminine, or somewhere in between.)), and wicked grins which speak volumes of their devious minds and impulsive attitudes.
  
 They spend time studying their potential victims to figure out what makes them tick, so as to use their bonds, goals, and flaws against them. It isn't uncommon for two different Imps to compete against each other if they find the same victim, eventually ignoring the target and becoming fixated on one-upping each other. However, small groups of of 'siblings' buck the trend, and will work together to toy with a victim. They spend time studying their potential victims to figure out what makes them tick, so as to use their bonds, goals, and flaws against them. It isn't uncommon for two different Imps to compete against each other if they find the same victim, eventually ignoring the target and becoming fixated on one-upping each other. However, small groups of of 'siblings' buck the trend, and will work together to toy with a victim.
  
 When confronted or revealed, Imps often continue heckling their target, using illusion and misdirection to frustrate direct fights. However, it is possible for the target and an Imp to come to an arrangement should the Imp find itself outclassed, or for the Imp to decide its more fun to assist the target if they find them amusing by themselves. When confronted or revealed, Imps often continue heckling their target, using illusion and misdirection to frustrate direct fights. However, it is possible for the target and an Imp to come to an arrangement should the Imp find itself outclassed, or for the Imp to decide its more fun to assist the target if they find them amusing by themselves.
 +
 +=== Summoned Imps ===
 +Many spellcasters summon Imps as assistants and servants, and they can act as Familiars; imparting knowledge and lending power to the caster from beyond. This requires negotiation with the imp to make a contract. Generally, the caster uses something the imp considers valuable, and uses it as payment in return for the outsider's services. The fiery personalities of these imps are tempered out by their continued experiences with mortals, curiosity, and prospect of easy money and long-term havoc.
 +
 +Imps paid and treated well by their summoner will follow their orders to the best of their abilities, while shortchanged imps will look for loopholes and other technicalities to deliver the task nominally, or sabotage it outright.
 +
 +==== Perfect Strangers ====
 +
 +{{:species:perfect_stranger_by_eistheid.png?w=250|}}
 +
 +Looking perfectly human, if well dressed and kept, except for everything above the shoulders which stubbornly remain in shade, even when physics demands it be revealed in light, only the dim glow of what appear to be two eyes where the head should be shine through. They rarely talk except when required and only heard by one person at a time, suggesting a telepathic ability, or limitation. They are generally polite, competent, and will provide helpful advice and comfort for those in need. Their movements are generally slow and measured.
 +
 +Often seen around areas with heavy magic use, Strangers will generally find jobs where their heads can be constantly in shadow so as not to startle normal citizens, while being strangely people orientated. They are often found working enclosed fast food stands, as barbers, or as research assistants to particularly powerful magic users.
  
 ==== Phasma ==== ==== Phasma ====
-In a broad sense, **[[species/phasma]]** are considered Weirds. Extensive information and the danger they pose are considered a category unto themselves. See more on them in the relevant article.+In a broad sense, **[[species/phasma]]** are considered Weirds. Extensive information and the danger they pose are considered a category unto themselves. See more on them in the relevant article, or for specific Phasma see [[species/phasma/known|Known Phasma]].
  
 In a sense, the Witchspace created by a Phasma is an offshoot of the Weald. Many other Weirds cannot tell Phasma apart from Elder or Master Weirds. In a sense, the Witchspace created by a Phasma is an offshoot of the Weald. Many other Weirds cannot tell Phasma apart from Elder or Master Weirds.
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