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[✗] [World Lore] The Traveller & The Cursed Beasts


Olandyr
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Forenote:

Spoiler

These creatures are given no actual names to encourage cultural perspectives. These are designed to be ET creatures, but the simple idea of a far-gone traveller making abominations exists freely as folklore, and culturally fitting names and interpretations are encouraged. 

Enjoy the spooky post


 

The Scarred Traveller

 

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Once was there a traveller, whose eyes shone sharply white, and pierced the dark that covered him. His torn soul, marked and mangled by so many deities he had once prayed to, left him corrupting matter around him. Tattoos and scars; marks of all those to which he once prayed whelmed his body and left him a mess. Such deific energy that covered him, so impossibly potent, warped and mutated his very being.

He lasted not long, for he was not designed to

No longer was he descendant.

 

“Let there be Care.” Spoke he, and there was Care to keep the people close.

“Let there be Hope.” He said, and Hope had wings, to let her people’s dreams go far.

“Let there be Piety.” And there was Piety, in all its sacred form, to atone its people.

 

And from his words sprung beasts of vile, amalgamated deific matter to give his cursed concepts flesh.

 

 

The Shattered Soul

 

Through his long life, The Traveller was a man of exceptional piety, led by his aspirations and love for those around him. He hoped and tried so strongly for all that could be.

The Traveller worshipped and placed his faith to many deities, taking on their boons, but his fleeting fancies for what different religions there were did not last long. Over time his soul spilled and overflowed with deific energy; each disconnection a new crack to which he paid no heed. It was in these times far past that deific matter existed so unfettered that it flooded his soul and being. At his death, from his soul sprung his raw emotions and faith manifest, brought alive by the amalgamation of deific energy that brewed within him through his life. 

 


The Cursed Beasts


 

Cursed Beasts are the fallout of what once had been the Traveller, that came to life at his passing; born forth from his wounds to bleed into the world, and scarcely now are they seen. Sightings and interactions of them come as omens, threats, or gifts to tempt; they pervert good intentions (each to their respective domains of Care, Hope and Piety) , for that is what made them.

 

Each of these beasts and their motivations can be hard to see, as they’ve lived and will live since their related aspects first were felt, and ‘till they last are felt.

Means of death and resurrection are left generally untouched below (though some methods are detailed), for it can depend on their manifestation, and is designed to be up to the creativity of player’s interacting with them.

 

The Cursed Beasts are each a boiling pot of emotions and deific material, without inherent divinity or darkness. They ever exist so long as Descendants do, the essence of their existence reliant on both emotions and deities. It is due to this that, when immaterial, they are simply 'not'. When killed, they are not gone (lest they are killed in a realm without their emotions, such as planes without descendants). All but Care can be killed through physical means, for Care was the first to spawn, and so the most raw in divine matter.


 

Care - The Tender Beast

 

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Care is a twisted embodiment of what it could’ve been - often it is seen as an impossibly dark figure donning two twisted horns, though its forms and physical attributes vary widely.

 

Care is deterred only by deific enchantments, and so tends to appear in places without them (though it is largely uninhibited in movement, for it may appear wherever it has a target).

Care scarcely speaks, opting instead to make gestures and acts, though it may offer broken sentences or single words. It can also make writing appear impermanently on nearby surfaces for communication. 

 

He's the most generous of the three, so it may seem, for he may bestow its targets boons of a physical or mental variety (whether it be mending wounds, or instilling a lasting happiness) in order to further its own goals and gain trust. These boons, always, will have a drawback - mended wounds might also seal over an eye, or meld fingers together, whilst lasting happiness may give with it a sense of apathy. These, generally, will present later during the bidding of Care’s subject.

 

Care's goals lean pointedly towards isolation and ruin, such as extremising a nation to keep others out, or pitting its people against eachother (thusly removing care) and acts akin. This need not be on the scale of a settlement, it could be more focussed on any lesser individuals (such as any who might have slighted his kin) or on a global scale, often in tandem with Hope and Piety. On a personal level, however, Care operates largely through regret, that what once they wanted has been made regretful. It's because of this that his boons are often the linchpin to personal handlings.

 

However, it is not this idea of 'Care' alone over which he resides, but it is also superstition that he takes claim to manipulate, for it is often through iconography, otherness and fear that people are most isolated.

 

Should Care be killed by trapping with deific energy (which he will always avoid) it will take 2-3 OOC weeks (minimum) to remanifest.

 

Spoiler

-Any boons that Care gives should have their equal (often greater) drawbacks. If no drawbacks are applicable (for whichever reason) then the boon may not be given.

 

-Alternatively, Care may place his boon on an object with an equal drawback for use.

 

-Care is intangible. He is incapable of being harmed (by mundane means) or causing harm. However, he is warded off by points of deific energy (such as chanceries) and divine light. This causes him to briefly demanifest. It causes no discomfort, but rather it is like water on water, where in close proximity Care and deific energy can get lost amidst eachother, and it can take up to [2]-[3] OOC weeks for Care to resummon and "extract".

 

-Care can't be killed as the others can, only impermanently trapped akin to a solute in a solvent. Through time he exists to tempt and taint others, but he can't directly harm or force anyone.

 

-Writing done by Care may be done by scratchings into matter, ink or chalk upon surfaces and things alike, however he will leave no trace of this after he goes or demanifests.

 

-Care can change his forms on a wall, even to those of a medium sized animal (such as a fox) or a large animal (such as a bear) or any humanoid shape, however the one consistency with this is his immutable, immaculate darkness, such that in especially dark lighting he would be practically invisible.

-Care can only dematerialise (by his own volition) if not under threat.



 

Hope - The Patient Beast

 

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Hope, as malformed as her cousins, holds often longer lasting schemes, though can be much faster to drop the guise of an aide (were she to hold that at all), and resort instead to blackmail or threats.

She works to crush and undermine the confidence and hope of people, or have people aspire towards cruel and unbecoming things.

She, however, is far more physical than Care, and much less malleable in form.

 

Hope possesses two dark wings and a long, craning neck that can turn any which way - its body is about as big as a lion, and it bears a long, barbed tail able to coil around its prey. It is very rare that she should kill someone, for she benefits from word spreading of the doom she brings upon her wings. As for her traits, she is capable of distorting the environment around her to appear more vibrant, and briefly alter it to make pretty any sore sights. This is not illusory, though lasts only as long as she wills it. Her face may change to take any guise.

 

Hope scarcely bestows gifts, ‘lest she has devout followers that she would directly benefit from, or it would ensure her staying. She can be returned through these same devout followers, and their unified Hope (any attempts to resurrect or summon her must be made through large gatherings, material offerings and at least one of the participants must have seen Hope, and an Sreq should be made for the freeform ritual. Its success relies on the aforementioned aspects, and may be successful or unsuccessful up to the discretion of the relevant ST).

 

Hope's goals lean pointedly towards doom and diminishing, where it'll work to remove any chance of hope on a personal, national or global scale. It might work to inhibit resources, inspire depressions or defile and destroy any symbols of hope.

 

Spoiler

-Any gifts that Hope bestows are limited to emotions/vain improvements. She can vaguely improve appearance (though not remove scars or wounds), or plant a feeling of happiness, but it will make no real material change. To the most devout she might bestow tokens and trinkets she's found, but can't make them.

 

-Hope is physically very capable. She can fly for sustained periods, and has great proportions, however she scarcely kills, rather maims people or destroys buildings. This is due to the greater despair she can seed through sustained damage rather than unknown killings.

 

-Hope can casually alter the environment around her for vibrancy and prettiness, smoothing over any scratches and dents, and giving to the air a lively 'buzz'. This spreads out up to roughly [20] blocks but can be a bit more, if to fill an area, or any amount less. 

 

-Hope can not dematerialise like Care, but can hibernate in any (often high up) environment. During this time, Hope can sustain this pleasant alteration over an entire settlement, but will only do this if prominent figures (such as the leader) have shown worship and devotion to her, and if the town itself has earned her favour. This is not common, nor a commodity.

 

-Should Hope be killed (but not gone by means of another plane) she may be called upon by at least 5 descendants (capable of emotion), and at least one of them must have witnessed her. This ritual is largely freeform, but must contain offerings. This should be discussed with the relevant ST, and success is not guaranteed.

 

Piety - The Brutish Beast

 

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Piety is the most outright violent of the beasts; it has a piercing tail and dons faded religious garments (in accordance with what culture it’s appearing around). Though it appears not so strong, it can muster with ease the strength of Ologs and greater, with only sight (or lack thereof) to hinder his destructive path. It has an innate feel for vibrations and hearing to compensate.

 

Piety garners no followers directly, and works not as a reflection of its related element (as Hope and Care do) but as a religious zealot - any that bring its wrath could do so by acting against their faith, and so truly faithful folk that might be visited, are free from Piety’s harm. It is the most heard of through time by right of its upfront nature, which has distilled and filtered into more tame beliefs such as those of Krampus.

 

It does not reward any followers it might gain, for it has no reason to. Wherever potent religion is - and religions doubts are - so too will Piety be, resurrecting from misguided faith alone. It is a plague upon the unfaithful.

 

Piety seeks to make himself the iconography of each religion - it acts as a zealous "saint", an extremist of religion working to cleanse any unfaithful people. Its methods are typically less nuanced, though it might set up traps or make preparations.

 

Spoiler

-Piety can bestow no gifts, and has no desire to. It has no gratitude nor care for descendants, only indifference to those of faith, and wrath to those who abuse it. 

 

-Piety stands at 10'0, and has strength enough to break in a gate with both hands. It has a sharp tail, too, with the strength of a sharpened metal spear, and is often used in duality with its weapon (typically culturally fitting, or otherwise a mace or flail).

 

-Piety has no care for followers, and gives them no special treatment. However, were it to die any 5+ descendants (capable of emotion) may gather and present offerings, whether it be to resurrect it or to call upon it. It is extremely likely, 'lest all participants are holy, that this backfires upon them.

 

-Piety may only die with weapons considered "holy" in the culture/any of the culture's scripture or general belief. Alternatively, it may be burnt on a pyre. Anything matching neither of these will do it harm, but will be unable to kill or deal any fatal wounds, only lesser harm.

 

General Redlines

 

Spoiler

-These are event creatures ONLY, and may not be used for DIY, or any other non-ET means.

-Any boons granted will have drawbacks - they may be delayed, but they will exist.

-These creatures exist as perversions of their aspects - cruel versions. Care seeks to isolate and ruin, Hope seems to diminish and doom, whilst Piety is an extremity of whichever religion surrounds it.

 

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my neighbor Totoro

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This lore has been denied. 

 

Overall we found this best as management that individual ET take this in directions as a concept, and is neat writing, but best served as something an individual ET carries out rather than a worldlore piece that likely wont be utilized. 

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