Showing posts with label Awakened. Show all posts
Showing posts with label Awakened. Show all posts

Monday, April 18, 2022

Crypt-Cities: Rot Blossom Beds

(I hadn't given my Crypt-Cities mini-setting much thought for over a year now. But somewhere during the lurid dream-quest that has been my first Elden Ring playthrough, I came across these guys.

Trying not to spoil much, they are undead guardians brought back to life by the miniature trees sticking out of their backs. Some are bare or budding, others are blooming, still others are suffering a fungal infection.

How could I not go back and write something similar up for CCs?)

Rot Blossom Beds

Ahh, here we are. Look upon this mound of rot and despair, all ye wretched Awakened.

This is the fate that awaits anyone who doesn't take the time to check their scabrous hides for sprouts at the end of the day. All that struggle, all that toil, all that Need doesn't amount to anything if you become just another mindless seedbed.

Fortunately for our demonstrational purposes, this poor wretch was taken by a less virulent strain of Rot Blossom. They're still doomed, make no mistake, but it affords us an opportunity to study it closer without fear of any of you lot succumbing- probably.

See here how the biggest growth erupts from between the shoulders- rot blossoms especially favor the spinal column as a pathway through the body when taking root. If this specimen was given the time to, it's likely it would grow into a hideously beautiful tree that would then spread its seeds all across the wastes, catching more Awakened and perpetuating the cycle.

It's almost enough to make you want to burn it, isn't it?

Of course that will only make things worse- for you, for the host, and for countless other Awakened. Instead, your best course of action will be to cut it down to size and then bury everything in pieces somewhere even more inhospitable than the rest of the wastes- a salt flat is ideal. Yes, you're damning your fellow to an eternity as an immobile salt mummy, but you'll be saving everyone else. Easy decisions do not await you in this unlife, Awakened.

See how the roots weave their way all along the body, even worming their way in under its death mask.  This allows it locomotion even after a point where the host's independent motor functions have long since ceased. The body is just another organ now, granting the plant the ability to move and see. The union is rarely perfect, and it can sometimes take seconds for stimuli to travel from one half to the other- that is what gives the rot-bedded their characteristic shamble; the thing so many of the Living characterize all of you having by default. It may be that these poor wretches originated that stereotype, but don't bear them any ill will for it if you can help it.

We may as well get this next part over with and show you lot how to neutralize them.

See how the body twitches and slowly gathers itself up as another creature approaches it. See the clumsy yet deliberate swivel as it tries to locate and react to this new threat.

See how it... waves its hand and clears its throat?

And... politely introduces itself?

What?


Not Just Fertilizer

It is difficult to call you "one of the lucky ones". You are an Awakened, after all. But considering the worse fate you should have suffered given the situation, it's safe to say you skirted another abyss. And look at you now; you've got a friend.

A less parasitic kind of rot blossom has taken root in your body. In fact, its relationship to you verges on symbiotic. You grant it life through your unfathomable biology, and in return it offers up its grim bounty. Perhaps it is a long-lost strain, or a more recent mutation. It may resemble a small flowerbed, a half-dead shrub, a tangle of vines, or even a gnarled sapling. Coloration ranges from matte and bland to eye-wateringly bright and lurid; texture from glassy smoothness to shredding thorns.

You resemble a Holt-Dweller whose mask has gone horribly awry, and among the unlearned you may even pass as one. But any Awakened worth heir smoke knows what you are, and will probably scorn you as such.

The plant will cause irreparable damage to your body if you try to remove it in its entirety, but you can prune it or keep it trimmed. Virtually every blossom bed that manages to keep the company of other Awakened will obsessively dispose of any fruit, seed pods, spore clusters, etc. before they can mature. Of course then you are left with company that is afraid of neither infestation nor immolation- a mad bunch indeed.

As alluded to, you can also use the 'bounty' of this bleak passenger to your own advantage. Branches can be cut and shaped into tools. Leaves can be harvested for their chemical properties. A seed can be used to hold yourself and anyone else in range of you hostage in a high-stakes situation. Your options are limited only by your imagination and recklessness.

You also benefit from something else. Something... disquieting to think about. You don't feel the Need quite as strongly as your fellows. The agonizing geas to throw yourself into a cozy little coffin in a crypt-city somewhere certainly still exists, but it doesn't have quite the same edge that drives others mad. This allows you to willingly travel farther afield of your final destination, opening up more opportunities to find resources and dangers out on the wastes.

But why exactly is the Need weaker in you?

Is it the rot blossom? Does it shield you from it?

Or is it feeding you a conflicting urge so subtle that you can't even perceive it?

And if so, where would it lead you?

Friday, February 21, 2020

Crypt-Cities: The Greenherders.

Islands of Green in a Sea of Death

You wouldn't expect there to be much of a rapport between Nomads and Holt-Dwellers. Their borders were fluid yet haphazard and cause for tensions for centuries, and that was before the curse of the Awakened gripped the land, before your kind started shambling about and the soil started to die beneath their feet.

And for the most-part, no, they are not on very friendly terms.

But that didn't stop a handful of them from working together when the world began to die.

At first, it was just a couple of the Dwellers who were desperate to move to a healthier tract of forest. The old growth had been dying away, allowing the Nomads to expand their grazing territory. The green-wardens bought their way into a traveling band, who brought with them dozens of wagons laden with plant life. Pots, sacks, and entire troughs of rich, black earth housed hundreds of shoots, sprouts, saplings, and other young green lives desperately trying to grow. When the waste-wanderers dropped them off at their destination, they were given a few choice specimens in payment.

Over time, more nomads gave more holt-dwellers transportation and protection, particularly when an entire community was suddenly cut off from the rest of a forest by sudden natural or unnatural disaster. Some were small affairs, while others saw entire trees uprooted and safely replanted. Something of an understanding formed between the two peoples, and cultural exchange grew deeper.

It isn't entirely clear when the plants started walking themselves.

Maybe some of the old wood-shapers started to meddle in few fields of esoteric knowledge, or maybe they'd always had access to it.

What is known is that a few hundred years ago, the transitional grass belt became populated by mixed bands who herded both animal and plant. Simple words, lassos, and crooks were enough for the beasts, but it took a special kind of magic to coax a shrub into uprooting itself and squirming forward under direction on roots like so many clumsy, twisting legs.

Over time their art was honed and perfected. Soon, trees could drag themselves along by their roots. Before long, entire groves would walk or stumble at the lead of these Greenherders. They were far slower than draft animals, but comparatively implacable so long as they had water to store and good soil to root in at the end of a journey.

It was a natural conclusion of the process to weave them together. Roots not needed for movement were made to knit themselves together into vast meshes which could hold and bear the weight of good soil. Specialized roots bored deep into the earth to tap increasingly hard-to-find groundwater reservoirs. Over time this practice was strengthened until earth, stone, other plants, and even pools of water could be carried by these increasingly large agglomerations of flora.

They could even be inhabited.

Rather than subjecting them to the harsh wastes, the herders loaded their animals up onto a bed of animated earth before every major migration. The dead, human or beast, began to be buried amid those groves so that their every element could benefit their nascent ecosystems. Villages were built on the backs of those groaning forests, entire generations living and dying within view of a wasteland which they were almost able to separate themselves from entirely.

But as the earth continued to wither and resources stretched thin, the greenherders split up. Their bands ranged far and wide, each adapting to the strange and unique hardships of the region which they ultimately found themselves in, following the old paths known only to the Nomads. Roots dug deeper to pursue the fleeing water reserves. Vines as fine as hairs with fingers like cilia cling fiercely to soil for fear of losing a grain. People once at the forefront of a sociable, trans-cultural exchange have become reclusive and wary.

Now, it is vanishingly rare to see more than one or two of these walking green islands in a lifetime.

But when you do, it can be such a sight.

walking island by CoconutMilkyWay


Rot Blossoms

In their quest to become as resource-efficient as possible, a few more unorthodox innovations were made by the greenherders. Simply feeding the dead to the land is rather tame, after all- even if the idea is horrifying to the Awakened.

Their botanists hazarded to guess that a whole body could be made to benefit nature just as much as all its parts. So, they cautiously adapted plant life which could root itself directly in dead flesh without waiting for fungi and other decomposers to break it down first. A few relatively minor mishaps occurred in which calipers and pruning sheers became surgery implements and personal grooming tools, but before long the greenherders enjoyed hauntingly beautiful success.

Cropped from an image by Lora Zombie

A myriad of different plants were raised to grow from decaying flesh, but over time the umbrella term of "Rot Blossom" caught on and stuck. Normally innocuous elements of greenherder islands, Rot Blossoms have taken on quite a different character among the pained, raspy whispers of the Awakened worldwide.

You know them well, don't you? Bet you hate to hear someone confirm that all of the rumors are true, huh? Quit your knee-knocking and pay attention before you break a joint.

Yes, Rot Blossoms can infest the Awakened.

Your flesh may be animated, but it is most certainly decayed. And the slower rate at which you decay actually makes your kind an ideal bed for some of them. They can take root and lazily drain the nutrients from you until there is nothing left of a husk, unable to move as it overtakes your entire body in its sweetly sick tendrils, left to wait for some unlucky scavengers to happen upon you and start the whole cycle over.

Of course these aren't the ones to be feared. You can simply avoid their little boring seeds, or rip a sprout out long before it could suck you dry, resulting in minimal damage to your carcass.

No, you need to fear the ones with minds of their own. The ones released into the wastes by accident, never intended to be used on the Awakened- and therefore the ones without any well-known guards against them. The ones with the same walking-roots as the titanic green islands, but on a minute scale. The ones whose seeds can fly in on the wind, land on your shoulder, and then worm their way into your ear canal. It's just a few finger-widths of wriggling from there before they hit your rotten brain.

That's when the fun starts.

It can take over what little is left of your motor functions from there- subtly at first, of course. You'll think it's you deciding to go this way instead of that, or to lie down in the sun with your head tilted just so, despite never having done so before. But over time its control will grow more overt and difficult to resist without inflicting massive, potentially debilitating trauma upon your own skull.

By the time the first buds erupt from behind your death mask to bloom in the parched air, you'll be powerless to do anything about it.

If you're lucky, you'll have fallen for its intoxicating presence by then, and won't really mind.

What's that? 

Of course you will still be conscious.

Not even burning to ashes can fully kill you, so why would a little decomposer-turned-parasite?

With no heed given to the ever more agonizing pangs of the Need to find a crypt-city, it will lead you far astray. But it won't force you to do it alone, oh no. It knows an ambulatory host is better than a still one, and it has no use or interest in healthy, living bodies. So it will make you bring it to other Awakened, in order to grant its seeds to them. And other Awakened will come in search of you in turn, either to destroy you if they have the sense to, or to join you, damn that alluring reek.

There are tales of truly pungent flower beds tucked away in the ruins of the world; rumors of fallen crypt-cities overgrown with this aberration of nature.

Rot Farm Skeleton by Maciej Kuciara

Sunday, June 24, 2018

Crypt-Cities: Waking Up Dead.

So, you woke up.

It might have been a few hours after you died, or as much as a week. Most civilized places have regulations in place these days to prevent the processing of someone who might Wake, so hopefully you didn't have to claw your way out of a coffin six feet under.

Your eyes have probably sunken back or rolled out, but your vacant hollows are still able to see in ugly shades that are either faded or lurid. You've lost your sense of smell for baked bread, wind through the flower fields, and running water, but when it comes to rancid meat, waste, or your own unique brand of desiccation, you've got the nose of a bloodhound. Taste isn't much better. Hearing is probably the least impaired, though your range seems to have widened beyond the human norm in order to accommodate some unique and very painful decibels. Fortunately, you aren't likely to encounter many dog whistles out on the wastes. You can feel still, but unlike the diversity of sensations that the living can experience, you feel something in the spectrum of pain, or nothing at all.

You're going to want to cleave as close to that last one as possible, if you want to keep your wits about you.

And even if you can't enjoy food, drink, or rest anymore, you're going to want to mimic your living fellows for the foreseeable future anyway. Otherwise the pain will grow day by day until you're a withered little bundle of mindless pain. You've probably heard stories about the Awakened degenerating into savage, feral beasts that attack anything within arm's reach and thirst for blood and/or brains. And while that can happen, that isn't even the worst state you can find yourself in.

Don't fret, though. You're not alone. If misery loves company, you've got a whole battalion. Scores of you have probably popped up in the last month, and will continue to appear for a few more weeks, all across the land- you seem to appear in batches, though all the calculations and theories in the world haven't been able to determine if it's random, responsive, or cyclical. And countless thousands of you have already walked this way for centuries, stretching back into the ashen depths of history.

Take a moment to think about that. Whatever you were in life, no matter how wretched or ostracized you were, you now have a people with whom you share an unbreakable connection. You understand what they're going through, and they you. That's pretty damn impressive, and it's a level of feeling and empathy that most humans never really understand in life. You're all a family, as sickeningly sweet as that may sound. You're all suffering together, like it or not.

So try get out there and suffer well.

That isn't to say that you aren't still going to be ostracized and outcast, of course. Your former people, right down to your old kinfolk, have probably already either turned their backs to you as if you are just a shade of their dead-and-gone loved one, or actively tried to drive you away or destroy you. Remember: just because it's illegal in most places to try and deal lasting damage to your kind, doesn't mean the living don't still try.

At least they probably won't try to burn you.

Unless you're from the moorland east of the four lakes. If that's the case, you want to get really good at outrunning torch-and-pitchfork-wielding mobs really quick, or else you'll find yourself on an express trip toward that "bundle of mindless pain" destination mentioned earlier. Except you won't be much of a bundle. If they spread your ashes around, then every single infinitesimal mote and grain of you is going to be spending the rest of eternity experiencing every nuance of being disintegrated and exposed to the elements, with nothing to do about it except scream with every fiber of your unbeing until the wind itself gives you voice. Granted, that's only a theory. But it does sound convincing, if you've ever heard that keening on the wind, or if you've seen one of your new kin squirming around, even when they've been chopped to bits and pieces. And surely you heard the stories about the City of Ashes. No one, living or dead, has gone there since the fire, and that was a thousand years ago now.

But it's best not to dwell on such horrors. You've got enough on your mind right now.

On the bright side, your new, wretched form has made you tougher. Your nerves and sinews simply shouldn't work, and it's that broken fact of reality that allows them to work even better. You might be surprised to find how easily you can tear a door off its hinges now. That might be part of why the living don't like having you around. Your wounds might not stop aching, but the edge you have over your old, living self is that back then, you couldn't sew an arm back on and have it work almost as good as new. Now, as long as you afford the time to rest and shovel nutrients down your vile rot-chute, you can. You could even get your block knocked clean off your shoulders and walk away from it, if you're lucky. Which you obviously aren't, considering you're in this mess to begin with, but still.

Just don't try to take your mask off. You probably aren't very attached to it, but it's certainly attached to you, and it keeps most of the smoke from leaking out of your face-holes. It's also your ticket to a new identity. Contemplate its motifs and meaning. Embrace its qualities. Or don't, and take a hammer and chisel to it at your next convenience. Just really don't try to pry one of your fellows' masks off. No matter how pretty, gilded, and more ornate it might be than yours, your people tend to frown on such behavior. Yes, the rich Wake too. And yes, their masks and burial goods are every bit as fine as you would envy. No, you're not all equal in death.

What's so special about your mask in particular, you might ask? Well, that comes down to a variety of factors, not least of which is your homeland, the story of your life, and the circumstances of your death. It also probably has your name scratched into its surface, somewhere.

You do remember your name, don't you?