• Welcome to The Campaign Builder's Guild.
 

Twilight Cities of the Cadaverous Earth

Started by Steerpike, September 17, 2008, 05:59:25 PM

Previous topic - Next topic

Steerpike

Gorgons

There are very few gorgons left on the Cadaverous Earth, but they are long lived creatures and a few linger still.  Probably the descendents of an elder demoness who mingled her blood with that of humans, or perhaps the offspring of humans who slew and drank the demoness' blood, gorgons are daevas, immortals occupying an ontological schema fundamentally different than that of the quick, grave-spawn, or oneiroi: though they can be slain (a difficult but not impossible feat), they are living, breathing, ageless beings.

   At first glance gorgons appear as impossibly beautiful women emanating unearthly sensuality and voluptuousness, veritably oozing with seductive charm.  Their skin is porcelain white, their lips and nails vivid green, their eyes shimmering black.  Crowning a gorgon's head, however, is a nest of entangled black serpents which burst from its scalp in hissing profusion, a writhing brood of venomous snakes moving as if with minds of their own.  Those who look too long into a gorgon's fathomless green eyes glimpse something illimitable and terrifying, some abyssal space beyond human comprehension: invariably such individuals are driven hopelessly mad, and some are actually paralyzed with fear and despair.  Gorgons usually wear veils to prevent those who look upon them from degenerating into gibbering madmen.  Those wishing to disguise themselves more thoroughly incorporate a full headdress to conceal their serpentine hair.

   Gorgons often become the focus of snake-cults in primitive communities.  In urban locales they are usually well entrenched, installed as power-brokers of one variety or another, such as Nyssa in Lophius, matriarch of the Ophidian gang who rule the isle of Serpentside.  Their motivations are quite opaque, and gorgons often lead at least superficially epicurean lives, indulging their appetites while maintaining their power with ruthless intelligence.

Steerpike

Zehrer

Symbiotic companions to the grave-spawn Lords Revenant of Somnambulon, the zehrer are a race of psychic overlords of likely otherworldly origin, quite possibly one of the demon dimensions that once intruded onto the Cadaverous Earth during the Membrane Wars.  Powerful entities with innate eldritch ability, the zehrer merge with their human hosts much like shades, though unlike that breed of grave-spawn they can only exist for any prolonged period within a 'living' host rather than a mindless corpse.

The zehrer do not utterly dominate the minds of their chosen hosts, rather mingling their consciousness with that of their Lord of Lady.  So complete is this coupling of minds that the Revenants have become almost indistinguishable from the zehrer over the centuries. They prolong the natural life-spans of the Lords to up to a thousand years and also gift them with an arsenal of arcane talents.  Flight, pyrokinesis and telekinesis, telepathy (both with zehrer and with other sentient beings), preternaturally rapid healing and immunity to disease, incredible strength and agility, the capability to glimpse memories through drinking blood or eating flesh, sharpened senses, and millennia of experience are conferred to the host of the zehrer, who in return allows the parasite a body to dwell in and sustains the spirit.

Though possessing a great deal of individuality the zehrer are all bound within a hive-mind: they feel the experiences of other zehrer as dull resonances, sensing when one dies (an incredibly traumatic event), when one's host dies (considerably less so), and other extremities of emotion '" as well as communicating telepathically across their communal psychic network.  In addition the zehrer hive-mind allows for the control of Somnambulon's zombies, puppets to the will of the Lord Revenants.  These psychic slaves are utterly denied their individuality and are completely overwhelmed by the instructions of the Lords, obeying any and all directions with total obedience.

The Lords Revenant are divided into thirteen Houses or Families which interbreed exclusively with one another, scorning petty taboos against incest as the narrow rules of small minds.  When one of the Revenants dies their body is carefully preserved with its zehrer still inside, whenever such preservation is possible.  One of the House's few young '" usually the direct heir of the dead Revenant '" is then chosen to receive the zehrer.  Designated a 'Childe,' this youth will be inducted into the zehrer hive-mind during a formal ritual wherein the zehrer transfers hosts, bringing with it the memories and experiences of all its previous hosts as well as its eldritch abilities.  The ordeal is very trying and physically 'kills' the Childe at the moment of their joining with the zehrer, much as a ghul is 'killed' by their own parasite only to be revivified as grave-spawn.

Steerpike

[ooc]I think this thread is starting to sprawl a bit too much; I may soon post a more organized version after completing some more material.  Right now I'm working on the Slouching-devil Mountains and the Districts of Skein.

Is there anything in particular - an area, concept, creature, city, etc - that anyone is particularly interested in seeing more on?[/ooc]

LordVreeg

describe an adventure...hook, history and all...
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Steerpike

[ooc]Coming up, Lord Vreeg.  I'll assume the players are standard adventurers/scavengers/mercenaries - usually I try to tailor adventures to the players' backgrounds etc quite closely, but I think I can definitely come up with something more general or typical.[/ooc]

LordVreeg

i look forward.
I do enjoy your stuff, it's true...
as I believe in putting up (and I can't shut up), here's a current bit of work I am doing...
NSM
Still in process, but indicative, I think...
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Llum

Like everyone else has said, your writing is fantastic.

Whenever I think of this setting, I always get the picture of a bleak, gray wasteland. Can't help it, the two are tied together :p

The Gorgons are my favorite part so far, and I'm curious as to what other Daeva are wandering around. Immortals in settings always interest me, just to see how people will handle them.

Also, the Membrane Wars.