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★ RACE LORE: EXIMIUS EDITION

Offline Onii Feb 1 2020, 3:57 PM
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RACE LORE: EXIMIUS ENTRY



NOTE: THESE LORE PAGES ARE IN NO WAY MANDATORY TO FOLLOW. THESE ENTRIES ARE INTENDED AS SUPPLEMENTAL CONTENT FOR IMMERSION AND TO STOKE IDEAS. THERE ARE NO PENALTIES FOR CREATING OUTSIDE OF THE "NORMS" DEPICTED IN THESE ENTRIES.



I. SUMMARY



Having once been Human, the Eximius are now considered the most diverse race in Gil'ead by far. Often called "The Other," the Blanchard Projects they had been put through has had profound, varying effects on the subjects. A rushed, vitriolic experiment lacking humane and safe practice unlike what was given to the Dire, the science and Magic behind these experiments has resulted in Eximius ranging from healthy, human shapes to monstrous Other. They were made by Man in retaliation as perfected hunter of the demigods, and the unpredictability of the experiment results led to them being pushed out to the most hostile corners of Gil'ead, abandoned by their creators in a twist of hypocrisy.




II. INFRASTRUCTURE




The level of order—or chaos—of their societies depend on their level of Madness caused by the Blanchard Projects.
The highs of their societies are technologically superior; the lows of their societies are absolute bedlam.
Individual lifestyles are often influenced by biological design: Hunter, Stalker, Combatant, Elemental, and Evo.


I. DEGENERATIVE DISEASE: MADNESS


Because of the Blanchard Projects, Eximius mindsets are either clear, Maddened by voices and desires not their own, or a fine line in between. Ranging from humane individuals to serial predators to insentient entities, Eximius are often treated with uncertainty until it's made clear that they're Intact, and therefore safe to be around…if ever that reassurance comes, and sometimes it isn't always an accurate judgement to make. The Eximian state is highly unstable, a side effect that the Humans could not have known until the pandemonium that later ensued and led to the impulsive act of abandoning them to the far corners of Gilead. Like radioactive materials, Eximius run the risk of Madness merely as they age; scientists have found a particular link between the strength of Eximius and their likelihood of Madness. For this, it is expected that previously-stable Eximius can slowly or quickly grow Mad based on Praxi usage. For others, their isotope instability is preordained from creation and happens very slowly over time whether they use Praxi or not.

Because of this element of unpredictability, many are very wary around Eximius, likening the Madness to a state of dormant Rabies or some similar mind-altering infection. While in truth it is not contagious among Eximius despite misconception, it only takes one Defective Eximius to potentially wipe out a Human or Dire village before it can be successfully taken down. There is of course a global divide on whether Eximius should be avoided, exploited as super soldiers or empathetically treated like people despite their drawbacks. There are growing attempts to slow or nullify the degenerative condition, but currently many of these medical or Magical means are expensive or hard to obtain. As a result, Rogue Eximius in particular are the highest demographic for Madness.


II. DESIGN & LIFESTYLE: EXPERIMENT CLASSES


Because the experiments play such a large part in their design, there have been links made between lifestyles and design.

HUNTER: Hunters are designed to focus on tracking, predicting and intercepting their prey, as well as heightening senses to follow them for miles. Hunters at their best have skills that allow them to see through the guises of Magic designed to fool the senses, and in particular can sense Dire blood even when they wear a human skin.

STALKER: From blending into their environments to becoming entirely undetectable by sense alone, Stalkers individuals make use of skills that give them the element of surprise. A crowd favorite with assassins or other stealth-based work.

COMBATANT: Combatants are durable, resilient, and the most at home in straightforward battlefields. Famed for being thought to be capable of taking out 100 Human men per 1 of them, Combatants are typically incredibly valuable allies. These experiments are typically stronger than even other Eximius.

ELEMENTAL: Elementals combat the Magicless design of Eximius by being imbued with raw elements that become a part of their DNA. The primary function varies on how it is used; for example, it may give them ease of travel by moving through current of electricity, or it may be used as a weapon by way of discharge. Because of its nature, however, heavy combat use directly saps the experiment of energy.

EVO: Little can be quantified of the Evos. A rarely-occurring subgroup, these Eximius come about when exposed to the very rare Evo Praxi.



III. INTERNAL CONFLICT: MATING & GROWTH



Because of their place in history, Eximius are somewhere in the far orbit of conflict between Dire and Humans. A great majority of Eximius did NOT have the choice of whether they would be selected for The Blanchard Projects, and as a result have the least saturation of extremist outlooks on Dire or Humans between the three races. Naturally this varies from individuals, and some may be pro-Dire or Pro-Human or strictly pro-Eximius depending on who they deem is right or wrong, or who are the true victims/heroes of history. There are pro-Eximius societies in which either other race are prohibited or looked down upon, but many are fairly mixed with or have no opinion on at least one of the other races. Because of this background, Eximius pairings with non-Eximius partners is a mixed bag.

Firstly, Eximius are the least biologically prolific of the three races. This is because of the rushed, aggressive experiments and the isotope instability of their forms. Not quite sterile (although sterility is a lot more common for Eximius than any other race) as a race but certainly less fertile, the growth of the population is far slower. However, given their incredible lifespans and physical resilience, this doesn't appear to be an issue for the race's survival. What they lack in new growth they make up for in sustained population.
Secondly, Eximius are closely enough related to Humans that they can produce offspring, and Dire are by proxy close enough to Eximius through The Conversion experiments that they can also produce young. The race of the resulting child is a coin toss in Eximius-and-other pairings but no matter the resulting race, the offspring have luminescent eyes similar to that of Eximius. This incredible trait in non-Eximius people is striking and very noticeable, but of course may have social connotations that can't quite be hidden. Halfbred Eximius are generally seen as beautiful or frightening works of art, however. Because of the smaller Eximius race and the fact that they have been largely banished to the far corners of Gilead, they have only just begun to spread out and interact with other races once more, and therefore these Halfbred Eximius are very rare largely due to geographical barriers.

More to the growth of newborn Eximius or Halfbred Eximius, they are not inherently capable of controlling their strength or heightened senses. They also do not inherently carry Praxi Modification abilities from their parent(s), as these are somatic changes (non-gamete/reproductive changes, which means they won't carry through breeding) and have to be administered these syringes. Studies have shown that Eximius with prominent and consistent Eximius influence have a far easier time learning the limits of their own bodies, and offspring of mixed pairings learn even faster because they learn through that non-Eximius parent how to be far more gentle so as not to hurt them. Full Eximius offspring may be better catered to that allowance; for instance, they have far less to worry about concerning harming their parents and therefore are less likely to learn how to be gentle in earlier ages. Even more surprisingly, Eximius with a Dire parent or Dire influence appear far less likely to be influenced by the instinct to hunt and kill Dire later in life. This suggests that early exposure is crucial to neurological growth, which can override the forced "purpose" of the race.

Eximius offspring are typically very unpredictable and dangerous and may be privy to bias or scorn even more than their parents... simply because they're children with the strength of 20 grown men. Because of this, careful parents typically tend to their young exclusively in areas that are very secure, at least until they have enough of a grip on the child's tantrums or bad manners until they can venture out. The benefit of living in Eximius primary civilizations, then, is that everything, including the people, is baby proof. Naturally, not every Eximius grows out of their "too strong for their own good" predicament, and especially orphaned, neglected, Rogue or somewhat-defective Eximius are the largest demographic for poor socialization or dangerous individuals. For Praxi administration, thoughtful parents typically at least wait until the child is matured enough for their first one, or they will select one that has less ability to destroy things. Because of the painful side effects as well (see V. Praxi Modification below), they may not like to make this choice for their children and wait until they know and can handle the costs of them.



III. THE BLANCHARD PROJECTS: APPEARANCE I



After the people of Svalbard largely demanded for execution of the freeloading Gods Who Lied, the near-desolate economy of the nation funded The Blanchard Projects in response. Because of the nature of these rushed, heartless, cruel experiments, the resulting Eximius had no true desired form: the goal was to create machines, hunters whose bodies, by whatever shape or size, could be modified with Magicless powers they need not learn to use. The cruelty and lack of care due to time restraints, poor funding and overall selfishness was profound: Humans of all ages were taken in the night from all over Gil'ead and caged beneath the castle in dark and unkempt environments, force-fed treatments of the vitriolic concoctions that, if it did not eat through their guts completely, they were slowly and painfully changed with each one. Children were typically the preferred subjects due to their accelerated healing that was thought to perhaps assist with success of the experiment, but that was little more of a preference, certainly not a protocol.
They are incredibly diverse, but the one thing they all share is a beaming, luminescent pair of eyes.

HUMAN: Some Eximius have managed to keep a complete hold on their Human bodies and appear in all aspects to be Human.

SUBHUMAN: Some Eximius have lost some portions of their Human bodies, but retain the general shape and features. These typically have added external features, such as horns, wings, scales or other non-human traits stacked onto their foundational appearances.

OTHER: Some Eximius have lost the likeness to their old selves entirely, and are left with completely inhuman shapes and monstrous sizes. These are feared far more than the other types of Eximius, naturally, and their sentience is always put into question. If they couldn't hold onto their bodies, can they really hold on that well to their minds?




IV. THE SIEL CULTURE: APPEARANCE II



Many Eximius beneath a banner, of any size or type, tend to mark themselves to showcase it in a creative, clearly-drawn manner. These culturally-significant markings, Siel, grant identity and a sense of belonging to an individual. The trend began with the original wave of Eximius experiments who suffered in a bedlam of amnesia and false memories. The memories they trusted the most to be true were the ones they clutched onto in order to remain sane; these identifying features in their heads were scrawled into their environment and eventually painted onto their own bodies to keep the soothing memory close to their chests. In so doing, it has been shown that merely looking at these significant "memory drawings" were able to pull them out of episodes and even prevent some from slipping farther into degenerative Madness. Today, not all Eximius have been made in a lab; the population grows through procreation albeit slowly, but the culture of Siel remains significant to many whether they simply prefer the sense of belonging or truly believe in the healing and halting effects it has when it comes to Madness.

Black ink, henna or even tattoo is often used, and the designs are brilliant and impressive. Typically they might mark themselves with designs they see fit, but it will also contain a symbol or marking somewhere that universally signifies their group or nation or even family name, or elements of important places, people they love, and other creative elements that they define as inherently them. Eximius without allegiance are the Unmarked, and typically are viewed as the Human equivalent of outcasts, felons, or someone who has nothing worth remembering. This has frightening connotations, because they are viewed as having nothing to lose.



V. PRAXI MODIFICATION



Praxi are relatively rare syringes of an experimental concoction used to "install" new Eximius-specific abilities or modifications into an Eximius experiment. After the Blanchard Projects were forcibly shut down and Eximius production was banned, these shots and the labs they'd come out of were largely destroyed. By smuggling or excavating the abandoned facilities, fortunately, there are quite a few circulating Gil'ead if one knows where to look and who to ask. Different types of Praxi are laying in wait to be discovered, and some rumor that scientists from the original operation are out there still making more. No one truly knows who or what has been behind the consistent movement of these products throughout Gilead, but Praxi show up in the most unexplained shops or areas. Vendors tend to not have a clear answer as to where they found or bought it from, and some may be hidden in old antiques completely unbeknownst to the person who owns it.

The coursing of chemicals in the blood is usually incredibly painful, but the changes are immediate.
Symptoms of use are prevalent for an average of 24 hours after injection, and CAN include, but are not limited to, the following:


• body aches
• fever
• weakness
• migraine
• vomiting
• vertigo
• rash at injection site
• hypersensitivity
• non-lethal hemorrhaging
• paranoia
• convulsion spells
• psychotic episodes
• temporary vision impairment
• temporary dissociation
• temporary memory loss
• prolonged sleep

Typically these symptoms clear up after the body settles.