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Morph

Oct 16th, 2015
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  1. -Name:[Order of the Advent]
  2. -Race:[Morph][Plural, Morphs] Contrary to the sound of their names, morphs do not wield exceptional shape-shifting abilities for a majority of their life-cycle. Instead, they are androgynous, humanoid figures with pale, eggshell white skin and large, empty eyes lacking pupils or irises. Mostly slender in frame, morphs stand at the same average heights as humans. Morphs lack noses and ears, having smoothed heads and bodies with very rounded features (even in instances where morphs have “hair,” it is simply a blob on their head molded to a hair-like shape). To the touch, morphs' flesh is soft and malleable, but it may be hardened to high densities at will and in reaction to high amounts of pain or stimulus. Some morphs that have gained a higher level of control over their body actually can shape-shift, causing minor adjustments to a single limb such as the changing of an arm into a blade or another simple shape (color change is never a result of shape-shifting). Due to their body composition being made up of a strange, unidentified, clay-like compound, morphs do not recover from wounds by normal means. When a limb is lost, it quickly decays and a new one will grow over a short period of time. Morph bodies also take on properties of certain refined materials they consume, causing a wide variety of changes relating to the properties of aforementioned material (once again, color change does not occur). As such, many morphs attempt to find and consume rare materials that may make them stronger. Due to morphs being naturally high-energy creatures, it is believed that the only purpose of food consumption for morphs is purely to absorb matter for new limbs and to take on properties that may enhance them in some way (large amounts of geophagia).
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  4. One morph 'variant' also exists as an uncommon mutation. While not having an official name, they are colloquially referred to as "Tainted" by most morph cultures. Tainted hold no adversity with regular morphs and are heralded by some morph cultures as natural born leaders or commanders. Tainted are easily identifiable by their darker skin color, often shades of grey and occasionally black. Their skin is hardened in a way similar to an exoskeleton, and several sharp spines protrude from their back, lacking an identified purpose. Unlike normal morphs, tainted lack any skin hardening or shape-shifting abilities, however they often feature above average strength, speed, and/or intelligence in addition to their naturally dense bodies.
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  6. An interesting trait of older morphs is their ability to double over as a sort of parasitic mimic. Although not able to transform for the majority of their life-cycle, morphs gain the ability to take the form of seemingly common objects (which are referred to by a many races as "artifacts") in the later part of their life. During this sedimentary stage, artifacts form a symbiotic relationship with a host by attracting them to wield the artifact and causing morph-like traits to appear in the host as the artifact begins to siphon energy from their body. Artifacts have been known to grant the wielder the strength of the morph prior to becoming an artifact (due to this, many wielders do not even notice an absence in strength or energy due to the abnormal power they may gain from wielding the artifact). Some artifacts are sought out by military powers due to the strengths they can bring to a military. In many instances, stronger morphs fracture themselves into multiple artifacts in order to find multiple wielders to siphon energy from, however artifacts spawned from the same morph can often be recombined in order to form more potent artifacts.
  7. When an artifact has consumed a host's energy entirely, the host's body is absorbed as well, and the artifact condenses into a circular egg roughly the size of a human's head. These eggs act as the first stage in the life cycle of morphs. During the egg stage, the previous morph's memories are lost as the morph will takes on a similar body shape to the recent host. When the egg has sat for approximately fifteen days, it will take shape as a child, often no taller than two feet tall. Within a matter of weeks, a morph will grow to full size, then proceeds to exist in the main stage its life-cycle for up to over 200 years before taking on its own artifact form. The strategy of a morph splitting into two or more artifacts is so that they may create multiple new morphs. Newly “born” morphs have the natural instinct to find a way home to their to the morph nation on the currently inhabited plane. What causes this is unknown.
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  9. Alternatively, two or more morphs may combine into what can only be referred to as "a pod." Pods produce new morphs in regular intervals of 10-15 days. Tainted cannot be born from pods or form pods. This is due to tainted being unable to shape-shift or form. Instead, tainted are created when a morph is absorbed by an artifact rather than a proper host. The egg created turns black and takes a longer time to develop. Tainted do not become artifacts either, but instead live on past that stage, eventually dying when their bodies decay at around 300 years old.
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  11. -Color:[White]
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  13. -Fluff: Morph culture centers on a moral hierarchy and set of doctrines insisting that morphs act to the best of their abilities in protecting whatever plane they inhabit, believing that they can achieve a perfect society wholly through uniting others under the cause of peace. Morphs attempt to act as a rallying point for other nations, often attempting to act as a center of order and commerce to ensure there is balance among peoples. While morphs cannot always achieve peace, they often are willing to assist other groups’ intents to the best of their ability, when offered fair compensation or reasoning as to why it will help bring order in the immediate or distant future. Due to
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  15. Morphs are not naturally violent creatures, however their culture is pride centric and many times, morphs prefer to act in military roles, going so far as to be individual soldiers over squads or units. This aggressive competitiveness, however, does not impair their ability to follow the will and laws of their government. Morphs easily mold to the rules of their government, believing that they can better achieve their goals by following the principles that have been set forth for them, as that is the purpose of laws created by morph government (Highly Lawful Creatures).
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  17. Due to the individualistic lifestyle, however, it is very rare for a morph to form a pod with another, most believing that they will become strong enough to form multiple artifacts (see Race). Religion also plays a key role in a morph’s life, as the three great morph leaders are often a point of inspiration for morphs as they attempt to claim fame and fortune. Many morphs attempt to follow one of the three paths these leaders represent. A morph with strong will is also said to awaken their true shapeshifting potential, however this information remains unconfirmed.
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  19. Morph technology is somewhat advanced, having an understanding of both basic sciences and commonplace magics. Morphs often focus on a mix of developments that may increase their military power for peacekeepers as well as advancements to their scientific understanding of planes.
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  21. As is, morph culture and understanding of planes is somewhat limited. The existence of other planes, unique properties they have, and the functionality of magic are all things that have been studied by the morphs, however these studies are often underhanded in order to better focus on the immediate plights of the plane they inhabit. Interplanar travel is not accomplished by traditional means. Instead, the morph god (see religion) often appears to open a gate when “the morphs have achieved peace”. The requirements for this to actually occur vary from plane to plane, and the point of release is fully randomised. It’s almost closer to being on the morph god’s whim than a set guideline. Nevertheless, many morphs continue to believe it is the time morphs have brought good to a world that the occurrence that is the deciding point.
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  23. -Government Type:[Nation: Autocracy, Classic][Towns: Council-Manager Government] All hail Vincent, our new lord.
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  25. -Economy Type:[Planned] The morph economy consists of money or resources mercantilist morphs may acquire as well as generally produced goods from the government under the control of the morph government. In the event unowned supplies or important projects are needed, investment from the government occurs. Trade is directly managed by the government in order to maximise efficiency as well as to maximise income.
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  27. -Religion:[Polytheistic Pantheon][Church of Remembrance] The morph religion consists of a polytheistic pantheon ultimately dedicated to their single god, but also doubling over to worship the heroes of the Grimoire Avent (the earliest known occurrence of the morph species). The aforementioned god that is most often referred to as The Destroyer, and is a large, amorphous mass of the substance that makes up morphs, with large protruding tentacles thrashing in all directions and a single, massive eye centered and unblinking with as it watches the realm (it is this that has lead to the nickname, Eye, given to the god by several other species). The Destroyer is often found to appear near the end of the world and/or morph culture holding a grasp on society. Many morphs trace their lineage back to him as the original morph, believing him to be an advanced form pod that has achieved sentience after he released the first morphs. During the Grimoire Advent, The Destroyer was seen engaged in actual combat for a short period of time under the direct control of a human named Faux, who had manipulated Arche in an attempt to control The Destroyer and wipe out both Ethos and Doxa. It has become common belief among morphs that with proper willpower, the strongest of morphs may call upon and control The Destroyer to a lesser extent. The Destroyer is rarely seen with interacting with morphs, often leaving them to their own devices after burying himself beneath the surface of newly inhabited planes. The most common exception to this rule is when morphs are in great trouble he will in some way shape or form intervene. It has also been stated that should the proper prayer be made, he will provide a blessing in some way shape or form.
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  29. The religion also outlines the three great heroes of the Grimoire Advent: Arche, Ethos, and Doxa. While it is unknown whether the Grimoire Advent actually occurred is debated on occasion, but the principles drawn from it are agreed upon by all morphs. Arche acts as the powerful and unbreaking will of morphs. During the Grimoire Advent he plagued the land with a violent military as he attempted to control through sheer force. Arche is also noted as being one of the tainted, sometimes written as the first to exhibit the mutation. Ethos represents the prime moral hierarchy of morphs. Ethos was a leader of ethics and equality. He serves today as the most prevalent of the great morph heroes. His preaching alone granted him a vast army of followers that fought under his preached salvation, despite the odds that came against them. Doxa is the third, oldest, and final of the heroes, commanding the belief and standardization of morph belief. His army was founded on concepts of stability and the promise of a better government than the council system in place at the time.
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  31. The great war of the Grimoire Advent was a brutal event that ended in the deaths of thousands of morphs (at the time only 50,000 or so existed, thus making this a devastating event for their early culture). In it, Arche held the superior forces until the inevitable joining of Ethos and Doxa’s forces as Doxa reached an age where he could no longer lead. Wielding Doxa as an artifact, Ethos’s new army was able to defeat Arche. However, instead of killing Arche, an example was made for all future morphs to allow him and his people to join the alliance between Ethos, Doca, and Arche. This tale is commonly told to young morphs in an attempt to make clear the importance of the central tenants. (Paraphrased)
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  33. -Location:[Open Grassy Area In Quadrant IV/South-East]
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