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Deceived


(Deceived are a CA race, and may not be played without making an application.)   The Deceived are the demonic offspring (Blooded) of a sort of demons known as the Deceivers . They have pale white or grey skin, but otherwise look much like whatever species they originated from. It is unknown why, but the Deceived are incapable of perceiving Truths. In fact, they are incapable of experiencing the world as it truly is, at all. Some Deceived go through life in an odd, semi-real hallucination, others act in a dreamlike fashion, not quite certain whether they are truly acting of their own control, or acting in some sort of pre-planned path that has somehow been set out for them. Frequently they’ll have visions, of the future, or the past, but it is only sometimes a true vision, for the future is not set in stone, and even a vision of the past can be selective, or not show you the truth of the situation. Sometimes when they sleep, they dream dreams so real and so long that they cannot immediately discern them from reality when they awake, or find themselves confused and terrified upon waking.  
 

Appearance

The Appearance of a Deceived is usually not much different from the appearance of their base species. Typically they will be on the pale side, or on rare cases their skin will take on a gold hue, though not as metallic as those that the Rehk God-Kings are gifted with. The major difference is that their eyes are almost always gold, or pure white, with pupils which change in size without regard for the light, nor one another, nor even basic things, like the fact that one's pupils ought to remain circular. Because these features are not exactly outwardly demonic, most of them are raised by their families, if they can, as they merely appear to be weak children stricken with visions.  

Racial Abilities

The Deceived are usually immune to 2 random mortal magics that do not have a Celestial or demonic essence base. Spells form those 2 magics simply roll off their skin like water off a duck’s feathers. Fel magic however, is far more effective against them, and when a Deceiver is summoned or finds its way onto the mortal plane, they tend to easily pull the Deceived under their control. A Deceiver has all of the base traits of their species, along with the following.   Visions: A Deceived goes through life in a hallucinatory haze. Most of the time, these are low-grade hallucinations, with things appearing with odd, wiggly edges, phantom noises, more vibrant colors, and sensations being far more fascinated. These hallucinations can, at times, turn into something far more visceral, at which point the Deceived will go into a seizure and begin to have an out of body experience, witnessing the future, or the past, or possibly something happening at the same time, far away. Typically this vision is twisted, offering only an oddly-shaped glimpse at what's going on, but sometimes the Deceived gets a much more informative vision. Unfortunately, they almost never know when these visions are "normal," or if they're witnessing something that could happen or could have happened, or if what they're being shown is directly from a Deceiver demon, seeking to cause misery and destruction. What all of this means is that Event Hosts or Lore Heralds may tell you that you're having specific visions, in essence using your character as a plot device. In addition, when you're badly injured or in mortal peril, the stress can cause you to spontaneously have a vision. When you're in mortal danger, or have been dealt a bad wound, roll a 1d100. If you get below a 10, you immediately fall prey to visions and seizures for the rest of combat.   Partial Magic Immunity: Immune to 2 specific essences. This cannot be a Demonic or Celestial essence based.   See Cold Resistance.   Deceived corrupt the world around them. See Corruption & Purification.

Redlines

Your visions do not allow you to metagame. You do not gain any information on any real thing happening or that has happened unless it is related to an event. There is a specific tea, made with Uduru root, a plant found in Rekhara, which allows you to induce visions. If you use this and would like to attempt to gather information, you must call an Event Host or Lore Herald, who will then privately make a 1d100 roll to determine if you get any information, and how useful it is. Anything below 80 should not be in any way useful, while only results of 90 or above should come close to what information the person is actually looking for. If the result is below a 20, your visions will be deliberately misleading, while if you get below a 10, the vision should actively attempt to lead the unfortunate Deceived to their destruction.

History

History is replete with stories of the Deceived, in almost all kingdoms and species, and the outcome of these stories is as varied as the species themselves. In some stories, they are trusted, but troubled advisors to royalty, giving sage advice as best they can while fighting their own personal demons. In other stories, the Deceived are cultists to a specific Deceiver, working to put its vile plans into motion and helping to create Demonkin. What's universal is that they're all troubled individuals, and they almost always have a tragic, pivotal role to play in whatever story they find themselves in.

Naming Traditions

Other names

The Naming conventions of the Soulless always follows the species they are mimicking, as does their cultural traditions.

Culture

Culture and cultural heritage

Deceived are the least likely to be simply tossed out of their communities, and thus are the most likely to actually display the characteristics of their base species' culture.   Deceived speak the language of their home and Common.  

Religion

Though most religions say that the Blooded in general are tainted, this stance is typically significantly more complicated for the Deceived. While, on one hand, they can be an extreme liability due to their susceptibility to the influence of Deceivers, on the other hand, their limited ability to determine future, past, and present events, especially with the Uduru root, has made many a church official look more favorably upon them. Further, there seem to be negative consequences whichever way that they lean towards, whether they cast out the Deceived or listen to them, and just casting them out may be what the Deceivers want. After all, it is possible that if the Deceived were to gather into a nation, a Deceiver would have that much more power, that much more centralized, were it ever to gain control of them. Generally speaking, when it comes to the Deceived, religious figures have a sort of "play it by ear" strategy, attempting to make the best out of whatever situation they find themselves in.

Common Dress code

The Deceived typically wear the same clothes of their base species, though many of them wear robes with thick hoods, to cushion their head in case they have a seizure.

Common Myths and Legends

Creation Story

The Deceived were created by a class of demon known generally as Deceivers, a type of demon which is known to twist Truths to their favor, speak in extremely convincing ways, and tempt mortals with all sorts of worldly goods and magical power. They are very commonly the evil, manipulating foes in the background of plays, if they aren't the central foe themselves, and there are many who believe that the Deceivers have some sort of long plan in play to bring about the destruction of the material play. Regardless of the truth of this, or what they really want, it is eminently clear that the Deceivers created the Deceived, and continue to. Their corruptive influence on children in the womb seems to only produce the Deceived, and on many an occasion they will make deals with parents to have their children become one of the Deceived in return for fantastic rewards.

Major organizations

There are no Deceiver settlements on the face of Gaia. Perhaps you can change this...

Artwork by nipuni
Encompassed species
Related Myths
Skin Tone: Usually more pale, or golden-skinned than their base species.
Height: As their base species, though usually on the shorter end.
Eye Color: Usually gold or white, with pupils of changing size.
Hair Color: Usually lighter than their base species, commonly white.
Age Range: 5% Longer than the base species.
Block Speed: As their base species.
Related Systems
Corruption & Purification

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