There
is a legend from the end of the Bastard War. As the war approached a fever
pitch, the Obelisk Dreamers sought to create a terrible new weapon. Around an
obelisk they built a planet of dreaming servitors, linking together all their
dreamscapes into one shared vision. Then they killed them all, harnessing the
dying dreams of a billion souls to pierce a hole in reality. This single point
of death would become known as the undersphere, and from it issued forth the
Ministers, twisted spirits of death and fear. They were the first creeps, those
weird beings that plague the galaxy
The
truth of these events may never be known, and indeed there are many who believe
none of it ever happened. Neither the less, the undersphere and its ministers
are real. They are a problem for the rational and the skeptical. They seem to
be creatures of myth and superstition given form, dark gods from the legends of
a less enlightened age. It is believed that they use some form of psychic power
to achieve their various gruesome miracles. This is ultimately correct; the
ministers feed off of psychic energy, particularly fear and worship. The belief
that they are gods fuels them. This perverse incentive makes the ministers
showy and dangerous. They are ever eager to impress and horrify, seeking to
cultivate a captive following that they may feed on.
The Creepazoids
As
spooky as they are, the ministers would be nothing but a backwater horror show
without the creepazoids. They are ordinary sophonts that have been remade into
creatures from the dark corners of the imagination. They serve as the Ministers
agents and soldiers in the galaxy, and together they have carved out a chunk of
space where the borders between fiction and reality are blurred. Known formerly
as the Undersphere Reaches, and casually called the Undersphere, this region is
wracked by a constant low scale civil war. The Ministers seem almost
congenitally incapable of working together, betraying and sabotaging each other
like catty office workers. The space navies of the Creepazoids are mostly used
for piracy; sometimes against outsiders, mostly against each other. Though the
Undersphere might seem like easy picking, at the first sign of a common enemy
the Ministers unite. They relish war, and have vast arsenals of terror weapons
that make fighting them a hellish experience
The
Creepazoids are a diverse lot, seemingly culled from the mythologies of dozens
of disparate cultures. The key commonality is the concept of transformation;
they were born "mortal", and were reborn into their new mythic forms.
Every transformation begins with an infection vector of some kind, be it bite,
sting or intravenous injection. Not every transformation results in a viable
Reborn; those that resist or doubt the reality of the Reborn often end up as
non-sapient creeps.
Creepazoids
absolutely buy into their own mythology. Aside from how the transformation
process favors those that believe in the supernatural, there is a culture of
"spookiness" among the reborn. Having a "haunted" lair,
owing a lot of "occult" artifacts, or having mythic creatures as
minions are all signs of status. There's more to this than simple pageantry;
the Ministers prize aesthetics as much as competency. Success and prestige can
hinge on having the best collection of creepy skulls.
There
are dozens of minor clades of Creepazoids, but three major families.
Theoretically, any sapient could be reborn into any family, but cultural
background is a big component in whether or not a transformation is successful.
Every transformation is highly idiosyncratic,
Vampires are an old human myth about
diseased corpses returning to life to drink blood. Creepazoid vampires
associate themselves with blood, death, feral animals and dangerous sex appeal.
Physically, vampirism is marked by pale skin, bestial features and extreme
dentition. They are commonly either extremely gaunt or massively corpulent.
They can poses incredible strength, speed, regeneration, senses and hypnotic
powers. Culturally, Creepazoids vampires have a strong cult of exceptionalism.
This leads to a certain vampire chauvinism that colors their relation with
other Creepazoids. They are famously vain and have a studied confidence about
them. A vampire at rest lounges. A
vampire in motion prowls.
The Deep Flesh come from an Agredeem
legend about the baleful creatures that live in abyssal oceans. They see
themselves as secretive and subversive. According to legend, the Deep Flesh
kidnap and replace people with uncanny doppelgangers. When the Deep Flesh Reborn
induct people into their ranks, they convince them that they were always a
sleeper agent and that they are awakening to their true selves. This requires
no small amount of brainwashing. The transformation brings hyper flexibility
and mailability of features. Many grow chromatophores on their skin that they
use for disguise and camouflage. Some develop bioluminescence, which is seen as
a sign of great spiritual power. They all have a sort of predatory empathy, and
many have deadly venom. If they couldn't breathe underwater before, they can
now, but they need to keep their skin moist and they can have a fishy odor.
Among the Creepazoids they serve as spies and assassins, though there is a
niggling paranoia that their actions ultimately serve their own agenda. This
feeling is deliberately nurtured by the Deep Flesh.
The
origins of the Insiders are
murky. Similar creatures appear in the folklore of most exoskeleton bearing
sophonts, and also in the popular media of some soft bodied cultures. They seem
to have been inspired by the fear of parasitoids. Insiders are insectile
monsters that lay their eggs inside other living Sapients. Their transformation
is the most fraught of the Creepazoids. The prospective insider must identify
with the life growing inside them. In a deliberate act of will they must
transfer their self-image to the parasitoid. If done correctly, the creature
that emerges will be fully sapient with the hosts memories and personality (at
least as much personality that can survive being transformed into a giant bug).
Insiders are strong and quick as a rule, and many have amour-like exoskeletons.
Beyond that, they can have a dizzying array of chemical weapons, including but
not limited to venom, webs and poison gas. Many can fly, a few can burrow at
tremendous speed. They have an instinctual command of their non sapient kin.
They can be just as chauvinist as vampires, but while the bloodsuckers are
haughty and dismissive, Insiders are smug and condescending. They are found of
extolling the virtues of insects and vermin, though they loathe the church of
the Holy Vermin as a rule (bugs should feast on mortals, not the other way
around). Most Insiders take a perverse joy in being gentle and polite to guests
and captives, as they know they can always make things incredibly nasty later.
The Mossen come from a Mu-Boil about corpses
brought back to life by sinister flora. They have a mantle of thick wet moss on
the dorsal side of their bodies. They
are fearsomely strong and hardy but
quite slow. They can regenerate from almost any wound. The only way to kill
them is to burn, disolve or otherwise disintegrate their bodies (However, if
dismembered into small enough pieces it can take them hours or days to pull
themselves together). Most mossen are moss zombies, possessing only a
rudimentary intellect. Fully sapient
Mossen are called Moss lords, and they can control hordes of moss
zombies. Mossen always travel in hordes of 20 individuals or more. Larger herds
can have multiple Moss lords. The leaders try to blend into the horde, but they
are marked by more intricate moss. Mossen are highly infectious, with some able
to transfer their curse through spores alone. Among the Creepazoids, Mossen are
regarded as simple brutes, even though many moss lords hold positions of power.
The lune-men come from a human legend about
creatures cursed to transform under the light of a moon. In their normal forms
they look much as they did before, except a little paler, a little sweatier and
with sharper teeth. When exposed to the light of a moon, or extreme emotional
stimulus, they change. All color drains from their skin and they become pallid
and waxy. Their limbs elongate and new ropes of muscles form. Their eyes grow
large and luminous and they become consumed with battle lust. Among the
Creepazoids they form a sort of merchant/diplomat class. They can pass for
normal but are not inherently subversive like the Deep Flesh.
Locations
The Undercatherdral of Pale Corpses is one
of the gargantuan space ships that roam the Undersphere Reach. It is notable
because it is filled with a half rotting, half regrowing corpse of some
forgotten godling. The engineered flesh is constantly seeking to reform, but
its thwarted by teams of slaves hacking it into pieces and harvesting the
interesting bits. These bits are then taken by one of the Reborn
fleshcrafters and fashioned into frankenstiod monsters*. This
cathedral is the permeant home of Minister Gelwar. He appears as a massive
stitched together corpse with a solemn gold face mask. He spends most of his
time inside a pile of bodies, only emerging to make demands of his followers.
The Mansion Baronies is covered with deep primeval forest. The
forest floor is oddly steepled and regualar. This is because it is the roof of
a colossal mansion that covers the entire planet. There are thousands of miles
of creaking wooden corridors and stairways to nowhere. The mansion is split
into Baronies, city sized chunks each ruled over by a different Baron. The
upper reaches are dominated by Insiders, while the lower baronies are mostly
Mossen. The Barons amuse themselves with deadly parties and cruel games. The
planet is home to Minister Tiranp, who takes the form of a giant
winged face made out of vegetation that is constantly leaking maggots out of
the eyes and mouth.
Undersphere city is a titanic space
station teetering at the edge of the undersphere itself. This close to the
singularity, space is warped in weird ways. The city is an impossible labyrinth
of narrow streets and blocky buildings. Though most districts are run down,
there are more people living here than you would expect. When the
wan electric lights are on, its safe enough. People mill about like any other
city. However, there are rolling brownouts that roam around like living things.
When the lights flicker and die the locals scramble for shelter. The lucky ones
close their blinds and ignore the screams.
Personalities
Dr. Gulmor is the head of the team of
Fleshcrafters working in the UnderCatherdral of Pale Corpses. She is a long
centipede-like Insider. Her position affords her a great deal of power and
privilege, but she is well aware that any of her underlings would gladly betray
her. This is why she pits them against each other in high stakes practical
tests of their work I.E constant monster battles. She collects corpses, and
will pay well for any unusual specimens.
Baron Garlach is eccentric even by Vampire
standers. They are quite wealthy and own a large Barony in the mansion. They
pay foreigners from all over the Galaxy to attend their overnight dinner
parties. The catch is they collect various psychic predators and let them roam
their house freely. Survivors are awarded bonuses based on how many rooms they
explored and how many times they mated with other guests, which is tracked
through mandatory implants.
Isligtar is the head of the scavenger's
guild of Undersphere City. There are many forgotten and crumbling
districts in the city, and there is money to be made picking over their
corpses. This is only the first layer of his business model. When a scavenging
team goes missing, he sends in a retrieval team to capture whatever took them
out. He has a warehouse full of urban stalkers and cursed objects he sells off
to other Reborn. He is of the Deep Flesh, though he is careful to never use any
of his powers while he is wearing his business face, keeping the full extent of
his abilities concealed. He has a moist sheen to his skin, and large, watery
eyes.
*The
Undersphere Reaches can be said to have a monster based economy, with the
various factions struggling to control the means of destruction.
No comments:
Post a Comment