Miragekin

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There are many creatures within Illustria, the realm of illusion. These creatures vary greatly, though most of them are highly dangerous in one way or another. These creatures of the realm are referred to as Miragekin. Species of Miragekin include Doppelgangers, Duskirs, Envious Enigmas, Fearshapers, Insanoids, Isnolands, Ludicrosities, Skinwalkers, Traplings, Tricksters, and Zeitgeists. Below are detailed the aforementioned species of Miragekin.

Doppelgangers are creatures which appear similar to a marionette or mannequin by default. When the doppelganger locates a target, they stalk the target for roughly a week, learning their habits. After the initial period of stalking, the doppelganger will shapeshift and assume the identity of the target; generally using this power to get the target into irreparable levels of trouble, before moving on to the next target. These targets are chosen seemingly at random, with no clear motive found for the doppelganger's behavior to date.

Duskir are beings stuck between the light and the dark; formed of the leftover essence of strong-willed beings who either had an incredibly ambivalent personality, or who somehow managed to promise their soul to multiple entities. In the latter case, these entities are generally on different sides of the so-called "morality spectrum"; or in layman's terms, an Evil deity and a Good one. These beings appear much as they did in the past life, with minor physical discrepancies. On top of this, Duskir have no soul, emotion, or concept of morality.

Envious Enigmas only have a shape when seen, which is always in the form of that which the perceiver covets most. This, as one might imagine, leads to an incredibly effective method of hunting.

Fearshapers are similar to Envious Enigmas in that they take form only when being seen. However, whereas EEs appear in the form of that which the perceiver covets most, these creatures appear in the form of that which the perceiver fears most.

Insanoids are formed when one with magical abilities also has a mental illness or illnesses which cause them to have delusions and hallucinations. When one with a strong enough force of manifesting will believes that their delusions and hallucinations are reality wholeheartedly, these illusions sometimes become reality. These beings are known as insanoids.

Isnolands are beings which lie in wait in the middle of oceans, appearing much like an island with tasty vegetation near its beaches. When one treads upon the island, however, it quickly becomes apparent it is not land at all, but in fact a massive camouflage slime creature; at which point it is usually too late.

Ludicrosities are beings which exist to confuse and befuddle. They speak in garbled riddles and paradoxical nonsense. The appearance of a Ludicrosity defies explanation, as all who witness its visage seem to go insane.

Skinwalkers are beings which come from those who have little to no magical ability; who, having been shunned by entities which could grant them said power, went down an even darker, little-known path to magic. The path of the Skinwalker. To become a Skinwalker, one must kill a Unicorn, Minotaur, and a Metahuman with great magical ability. Afterwards, the three quarry must be skinned, made into cloaks, and those cloaks used to cover the potential Skinwalker as they meditate in a cave for one week; with certain incenses burning all the while. During this period of meditation, the Skinwalker-in-the-making will descend into the very darkest depths of their psyche, losing their sanity and humanity. At the same time, the cloaks will slowly work their way into the skin of the soon-to-be-Skinwalker, intertwining themselves with the host body. When the week is over, if the would-be-Skinwalker survives, they become a full-fledged Skinwalker. A fully formed Skinwalker in its natural form will appear tall and lean, with grey skin and bulging red eyes. Three tapered, cape like appendages stretch out from their back - the flesh cloaks of the transformation process - which wrap around the Skinwalker and transform them into the appearance they want to take on. They are master ventriloquists, able to mimic nearly any sound or vocalization.

Traplings are small, half-mechanical creatures which constantly create traps - in the literal, physical, boobytrap sense - at the behest of their master, Deceili. They appear as cyborg versions of woodland creatures of various shapes and sizes.

Tricksters are creatures which appear human, yet with long, feline whiskers and a monkey tail. Tricksters have great power, which they use for fun. They exist only to wreak havoc and play pranks which can be of cosmic proportions.

Zeitgeists appear in the form of a dapper gentleman with a tophat, oak cane, and monocle. They weave vivid illusions which trick their victims into thinking they are time traveling. The victim will often get lost in these illusions, usually ending up locked away in a dungeon of a bygone age which technically doesn't even exist.

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