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Playable CA Race - Zephonim [Rewrite]


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Zephon Dusk Crawlers

Spoiler

Swarming and innumerable, zephon dusk crawlers are the weak and infantile of a breed of Zhuanth. Spawned from cocoon clusters tucked away in the shadows of the Nightfall Domain of the fae realm, these usual-appearing spiders carpet much of the Eternal Forest within the Nightfall Domain albeit wander into the lands where the seasons shift too. Unlike the greater Zhuanth which euthanize the weak and diseased, zephon dusk crawlers have no such killing touch nor do they possess their telepathic bonds and elaborate language; these minor arachnids may fit within a human’s palm, are majorly black but have a rainbow of single color discolorations, and are majorly reclusive and non-aggressive.

 

However, unique to their species and unlike the great Zhuanth reapers, the bite of a zephon dusk crawler is itself a sickness akin to that which ails the prey of the greater fae spiders but more directly of the forbidden Nemiisae’s influence. Rather than induce some ill effect like paralysis or necrosis these spiders’ venom incites an affliction upon the body which symbolizes the Spider Maiden and her deadly grace.

 

 

It was never intended for any of the fae spiders to touch mortal flesh; they belong in the Eternal Forest where they serve the same purpose but with less success. After a dogmatic thulean druid opened a wicked blood rift into the fae realm and sent their death knight, the Jackal, within in a failed attempt to assassinate the Aspects the druid of shadow accidentally allowed a loose dozen of tiny, roaming zephon dusk crawler spiderlings out through the blood rift. This began their spread across the mortal world which have followed the Descendents through every migration since.

 

 

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Zephonic Affliction

Spoiler

 

The zephon is simply a tool of influence to Nemiisae, a small factor to ensure her blessing of culling remains without having to pay direct attention. It was never intended for zephon biology and their venoms to run rampant in the mortal realm but nonetheless it began to spread like a plague.

 

The mutating venom of the Zephon remains in creatures bitten and readily taints water. While this leaves a disease that can be transmitted through bodily fluids, like saliva and blood, the true danger is tainted food and water. All that it takes for a village to fall under the affliction is a single unseen bite upon livestock, a single infected animal slain upstream, for the supplies of the village to begin spreading infection. Unknowing villagers drinking tainted water, eating tainted food, and before first symptoms manifest the toxins have already spread among many; thankfully however the zephonic affliction is only an assured fate when through a bite, tainted water sources and food supplies carry only a diluted form which most mortals bear a natural resilience to.

 

 

The First Full Blooded Zephonim

Spoiler

 

A scholar, her name and identity long lost to obscurity, and the purpose of her research long lost as well. What’s known is that her research on the Zephon Dusk Crawler failed due to a chemical fascination. The scholar ate her collection of zephons and thus, with an affliction so strong, the first full zephonim was formed.

 

Stage 1 - Fledgling Zephonim

Spoiler

 

The first stage of infection, referred to as “fledgling” strictly for the purpose of a simplified vocabulary. In truth the lesser “fledgling” state of infection may remain as such indefinitely, and without fatality, until further catalyzed or cured.

 

It often takes several months post exposure for the first symptom to manifest, and another symptom manifesting with each consecutive month. The order of each symptom is seemingly random, or at least a pattern is not discernible.

(Month refers to in-game month.)

 

Symptoms:

Spoiler

-Rashes of colored chitinous material will break out in streaks of thin scabby scales under the eyes and in various striped patterns around the body.

(The color must always contrast with natural skin tone.)

(The eye marks are a requirement.)

(The thin scabby scales break just as easily as skin.)

 

-The eyes develop a tapetum lucidum allowing for superior vision in the dark but also giving a telltale eyeshine when light is shined directly into the eye.

(Keen sight in the dark.)

 

-Saliva will hold extremely trace amounts of venom but not enough to do anything notable without refinement through alchemy.

(Spit can be used as an alchemical regent, does nothing otherwise.)

 

-The blood will show traces of Zephonim blood, supplying a mix of red and purple when bleeding.

(When wounded the blood will be red and purple.)

 

-With alchemy the blood can be refined into anti-venom.

(Blood can be used as an alchemical regent.)

 

-The natural oils of the skin will contain a chemical that provides small levels of lubrication and actively neutralises sticky materials.

(Immunity to adhesives.)

 

-The gums will recede, giving a slightly intimidating and macabre appearance to the regular teeth.

(Visual change only.)

 

 

After this seven month period of change the Fledgling Zephonim will carry all above features. The skin is marked with color, weak fluids with use in alchemy will permeate their body, and minor traits pertaining to survival ability are gained.

 

Stage 2 - Zephonim

Spoiler

 

 

 

Turning into a Full Zephonim occurs through two known events. The first, and more rare, is exposure to Zephon Dusk Crawlers en-masse (reserved for lore characters and events) and imbibing on the blood of a Full Zephonim.

 

The process of transformation takes a full year and is crippling. It is a period of throbbing pains, headaches, nausea, lethargy, and blurry vision. The body is changing, solidified chitin plates are growing on the skin, and strong toxins forming in the blood.

[Year refers to ingame year]

 

The consumption of Zephon Dusk Crawlers or a full Zephonim’s blood causes the transformation from a fledgling to a full Zephonim. It is a process that takes a year at minimum and needs to be done continuously over a full year. Stopping before fully turning will cause the process to begin to revert.

[Full Zephonim application should only be submitted at the end of conversion.]

[Missing a dose causes reversion and reverses the day by 1]

Spoiler

The first spiders day is when first consumption of blood begins. The soon to be converted Zephonim will become very ill. Weakened, plagued with nausea and fever. Weakness, fever, and nausea remains through the entire process as a symptom of the body's immune system reacting to the changes.

[Spiders day refers to IRL day]

 

On the second spiders day the scaly scabbing of chitin begins to grow and turn to actual plates of chitin. This only marks the day that the plating begins to form as it will not be fully finished until the final day.

 

On the third spiders day the fingers become bound, unstructured chitin coating them and causing immobility of the hands.

 

On the fourth spiders day, while the hands are bound, the rest of the joints in the body will become loosened and more flexible.

 

On the fifth spiders day blindness sets in, the eyelids will not open of their own accord but if forced open the eyes will appear to have a black material growing on them. A strong migraine also develops.

 

On the sixth spiders day what will become venomous fangs form. They take shape but do not develop any form of venom.

 

On the seventh spiders day the Zephonims eyes will open, mono colored. This day of awakening marks the completion of the transformation. The fingers unbind, spinnerets have formed, venom is produced, chitin has set into its final shape, and the illness has ceased. Every detail, every change, every organ, everything has developed and set in upon this day.

 

At the end the Zephonim has achieved significant change to both body and soul.

 

 

Body

Spoiler

The body, while still humanoid, can appear very alien. With the simplest description and easiest summary it is a hybridisation between descendant and spider. Many differences exist in the hybridised biology and a normal descendants biology. This does make it easiest to summarise as a hybrid spider and break down the differences individually.

 

The blood is blue, utterly blue. It is not a mixture of blue and… It's just blue. This blue blood does have various properties though. It carries the toxins to turn a fledgling Zephonim into a full Zephonim and the toxins that spread the affliction. Blue Zephonim blood spilled on the ground can be absorbed into the water table and leave affliction in its wake.

 

The blue blood is also a very strong anti-venom. It provides immunity to poisons and venoms for the Zephonim and acts as an anti-venom for anyone who drinks it. Although in its raw form it will spread the zephonic affliction, but in the hands of an alchemist the anti-venomous properties can be isolated to create a safe anti-venom.

 

The venom of a Zephonim is a very slow acting venom with a primary purpose of pre-digesting meals. That would not mean a venomous bite cannot be given to any creature under any circumstance but the extreme delay in effect makes it less than practical in direct combat.

Spoiler

Zephonic venom is a slow acting killer. Its primary purpose is pre-digestion of prey, typical of spiders, but secondarily it acts as a deterrent threat, such as when a simple rattlesnake bites at cattle. Surely a rattlesnake isn’t large enough to eat a cow but the threat of death is enough to spook the entire herd. Predigestion typically takes a single spiders day post fatality to complete where the internals are broken down to leave a mostly liquid meal. The initial bite gives no immediate effects except for the fairly obvious result of flesh being marred. After the first hour (in narrative) the area of the bite becomes inflamed with the onset of a burning pain. This lasts another (narrative) hour. Post initial symptoms, for the first day, include localised (around the area of bite) sweating, localised ache, localised inflammation and nausea. On the second spiders day the ache spreads to the entire body, a necrotic sore develops at the area of the bite, localised muscle stiffness, full body cold sweats, and occasional vomiting.

On the third spiders day soreness is felt full body, the rate of sweating risks dehydration, food cannot be kept down, the necrotic sore grows to a dangerous size, full body stiffness, and a minor chance of seizure. This all will eventually lead to organ failure.

[DEATH AT THE END OF THIRD DAY/LAST AGREED DAY]

[The three day number is defaulted to if players are incapable of mutually agreeing on variation.]

[The time frame references in writing assumes the target is an average humanoid.]

The venomous fangs of a Zephonim can take various forms. Either it's the canine teeth that become fangs or external mandibles grow on the face to form the fangs.  The canine teeth will extend, sharpen, and hollow to be able to inject venom. This can happen to upper canines, lower canines, or both. The mandibles that grow on the face can either originate below the mouth growing from near the back of the jaw, above the mouth growing from the cheek bones, or from both. Mandible fangs are always made of chitin and have the pointed tip near the mouth.

 

The eyes of a Zephonim are mono colored and don’t have discernable components such as the pupil, iris, or sclera. It just appears as this strange alien orb that's almost featureless from the outside, apart from being a color. When light is shined directly into the eye it will reflect and give the illusion that they are glowing. The eyes of the Zephonim are capable of seeing well in the dark.

 

The fingers are covered in chitin and are pointed with silk producing spinnerets situated in the fingertips.

[Spinnerets can only produce roughly 1ft of silk per emote]

 

The joints of the Zephonim also become more flexible. This is not an implication of a sudden gain of dexterity, that is up to the merit of an individual, but all zephonim with legs can pull a full splits.

 

The chitinous plating of a zephonim is typically the most notable visual feature of a Zephonim. It is resilient, light weight, and thick. It's a very strong armor for its weight, being able to stop singular hits from large two handed weapons wielded by typical mortals and withstand multiple hits from single handed weapons wielded by typical mortals. When damaged the plating cracks and splits like a crab shell. Nerves penetrate the plating lending to a full sense of touch. When the plates are struck, damaged, or torn free, the Zephonim will feel pain.

[Chitinous plating can at most cover 75% of the body.]

 

The skin, and plating, of a Zephonim also produces natural oils that help keep it from sticking to webbing.

 

[Zephonim have two legs.]

 

Soul

Spoiler

A full blooded zephonim’s soul undergoes metanoia [hotlink animology 1] and hybridization [hotlink animology 2] with the tiniest amount of fae essence. An undeniable mark of zephon origins in the fae realm. The main effect of this is that it makes the full zephonim state incurable and any attempts to cure will just result in reversion back to the full zephonim state. The secondary, and extremely insignificant effect, is that if a druid may use communion to understand a zephonim no matter what language or code the zephonim choses to speak.

[As per Animology 2 all attempts at procreation will result in normal, non-zephonim, children]

 

 

 

Materials

Spoiler

 

Web

Spoiler

Known to have properties on paper that are “stronger” than steel, however it is not. Its less dense than steel making it stronger per pound but two cables, one steel one Zephonim webbing, of the same gauge and length, the steel cable would be stronger (and heavier). However the webbing is “tougher” due to its flexibility. It will flex and stretch far more than a steel cable before being damaged. In fact a Zephonims webbing can stretch five times its relaxed length without tearing. When exposed to water its known to shrink to half its length, although this won't damage it and only applies tension until it dries out. The web holds strength down to -40c and up to 220c. This does not mean fire proof but it is not affected until that point.

 

 

Adhesive

Spoiler

Webbing isn’t inherently always sticky, rather a zephonims spinnerets can on demand apply adhesives to thread as its spun. This adhesive is similar to tape where it sticks immediately and a single “Strip”, “String”, or point of contact isn’t likely to hold someone, but large contact, like a limb or full body, will.

 

 

Chitin

Spoiler

Zephonic chitin is a very strong material for its weight. Typically it can withstand singular hits from large two handed weapons wielded by typical mortals and withstand multiple hits from single handed weapons wielded by typical mortals. It can flex slightly before splitting and cracks or splits when damaged.

 

 

Venom

Spoiler

Zephonic venom is a slow acting killer. Its primary purpose is pre-digestion of prey, typical of spiders, but secondarily it acts as a deterrent threat, such as when a simple rattlesnake bites at cattle. Surely a rattlesnake isn’t large enough to eat a cow but the threat of death is enough to spook the entire herd. Predigestion typically takes a single spiders day post fatality to complete where the internals are broken down to leave a mostly liquid meal. The initial bite gives no immediate effects except for the fairly obvious result of flesh being marred. After the first hour (in narrative) the area of the bite becomes inflamed with the onset of a burning pain. This lasts another (narrative) hour. Post initial symptoms, for the first day, include localised (around the area of bite) sweating, localised ache, localised inflammation and nausea. On the second spiders day the ache spreads to the entire body, a necrotic sore develops at the area of the bite, localised muscle stiffness, full body cold sweats, and occasional vomiting.

On the third spiders day soreness is felt full body, the rate of sweating risks dehydration, food cannot be kept down, the necrotic sore grows to a dangerous size, full body stiffness, and a minor chance of seizure. This all will eventually lead to organ failure.

[DEATH AT THE END OF THIRD DAY/LAST AGREED DAY]

[The three day number is defaulted to if players are incapable of mutually agreeing on variation.]

[The time frame references in writing assumes the target is an average humanoid.]

 

Blood

Spoiler

Zephonim blood carries both infectious toxins and strong anti-venoms. Consumption of the blood while a fledgling zephonim will start the transformation process to a full zephonim. Exposure to the blood while a normal descendant or other living creature is extremely likely to cause transformation into a fledgling zephonim. [See above] Consumption of the blood will grant the benefits of the anti-venom. [See below]

[Transformation into full or fledgling zephonim does require OOC consent. If the player does not want to apply for the creature then it vaguely does not work for unknown reasons.]

[OOC means Out Of Character! Not In Character!]

[Forcing a zephonim to give blood/consuming blood for the anti-venom effects counts as OOC consent.]

 

Anti-venom

Spoiler

A mixture of a substance that prevents the Zephonim from facing a toxic death via their own venoms and strong antibodies produced while the body was suffering through mutation. The Zephonim's immune system is extremely potent in neutralising poisons and toxins from the body, giving immunity to both. However it's not effective against disease. When consumed by non-zephonim it neutralizes venoms/poisons/etc immediately/in first hour and causes lingering nausea for a day.

Q: Why does Zephonim anti-venom work against everything/work unrealistically.

A: This is simplified to be short, concise, and require no prior medical knowledge to roleplay so everyone may understand.

 

 

References

 

 

 

 

 

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you would’ve done my eyes a solid if the entire lore wasn’t condensed in spoiler tags

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i would say bringing up something disavowing spider-fucky would be good but like
players’ll do that anyway so i mean

anyways good work dunstan i like +1

Edited by Whiplash
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okay it's actually good you can stop baiting in discord

 

it's gonna get hijacked by slice of life rpers tho just like last time I'm calling it

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3 minutes ago, Krugalicious said:

it's gonna get hijacked by slice of life rpers tho just like last time I'm calling it

I do not fear the block crotch

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18 minutes ago, Dunstan said:

I do not fear the block crotch

Massive **** energy here

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Quote

i would say bringing up something disavowing spider-fucky would be good but like
players’ll do that anyway so i mean

you discredit the degeneracy of some players

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spider striga?!

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So they be two legged spider people or they got full spider butt? I may have missed where it says either or. Send help

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