disasterstraight: (Harpy)
creamfaced business boy ([personal profile] disasterstraight) wrote2020-12-18 01:53 pm

Aefenglom Monster Changes

jin zixuan
monster changes



Bestiary
Transformation: New arrivals who become Monsters do so at a speed that largely varies from person to person, but will be expedited on full moons and any time they set foot outside of Aefenglom due to their connection to the city's magic slowing the rate of change. It takes, at minimum, 3 months to fully change into a Monster, and at most 9 months. Fighting the changes may put the Monster in question at risk, as this is fighting the nature that has been given to you upon arrival, and will result in the instincts pushing back just as hard as you fight it.

The full moons in the month they arrive will result in Monsters experiencing: restlessness, exhaustion, and/or agitation at best depending on their Monster, with aggression and mild states of feral behavior at worst. They'll also notice their Monster traits starting to come in, if they hadn't yet prior to the full moons, due to the two aforementioned ways for their changes to be expedited: leaving the safety of Aefenglom's Wall, and the full moons.

As such, a moon shift won't ever occur on their very first month, but could happen on their second for the first time if a player chose. Or it could happen on the third, or fifth, or even the ninth when the transformation is finalized. It depends entirely on how you want to progress through the character's changes, but they will progressively experience the effects of the full moons they go through, and the strength of their effect will increase over time until they're forced to take this form.


Moon Shift & Lunar Changes: Every Monster experiences the aforementioned lunar changes, as this is not specific to only Turnskin. Further information on these changes can be found under each Monster's entry in the bestiary, but there is one specific thing to note: Monsters will only experience a full change (their moon shift) on full moons at a player selected point past their first month.

For example:
Say Character A, a Harpy, experiences their first full moon after spending the time since their arrival slowly gaining their feathery traits. If they have an increase in feathers, elongated teeth/claws, etc on their first month's full moon - they are stuck with those! This is because no character in their first month experiences a moon shift. They'll simply notice a sudden increase in traits: a Harpy getting even more feathers, sharper teeth and claws, perhaps the itching and aches that come with wings developing.

However, say Character A experiences their first full moon, acquires the above, and finds themselves stuck with this. For their next full moon, their player may decide to have them experience their moon shift after developing more feather growth, maybe even sprouting small wings. They become more wild appearing, have greater feather growth, and may even find themselves with large wings or a tail. But when the full moon passes, it's a player's choice if they retain these traits at the max that they were experienced, or if they only keep some of it in a smaller dose. Moon shifts become more monstrous the more full moons a Monster experiences, and more of the traits remain over time after, until they're finalized.
Admittedly, Turnskin will find themselves the most likely to transform during their second month in Geardagas, as the lunar pull hits them the hardest. They can fight it, but, again, it is strongly recommended they don't.


Going Feral: Because Monsters are, after all, already constantly at risk of going feral, where they lose control of their human consciousness and can attack those around themselves. This can be caused in a variety of ways:
  • Fighting your newfound monstrous instincts, nature, and changes - this results in a sort of backlash of the magic that is inherent in what you are now, and will overwhelm your human mindset.

  • Having minimal control of yourself during lunar changes - due to the sister moons of the world you now inhabit, all Monsters are twice as susceptible to full moons and the sway that they have over instincts and emotions. Fighting against the changes is even more dangerous during these times, and it's easy for those not in control of their emotions even as humans, or those not comfortable with their new form, to find themselves going feral even if they don't fight the changes.

  • Monsters without a Bond will find themselves more susceptible to the magic of the world. While residing in Aefenglom protects them to a degree, there is some amount of "noise pollution," as it were, that manages to make its way into the city. Because Monsters are the perfect conduit for magical energy, if they don't have a Witch (or even another Monster to share the load with), the loss of control is a slippery slope if they don't find a means of cleansing themselves of this energy that builds up in them.



Harpy
While known in all of Geargadas as Harpies, these Monsters also share a second name with another type of Monster in this world: siren. These half-bird, half-human creatures are notorious for being as beautiful as they are fearsome if provoked, and can be seen taking to the skies over the city when the weather is fair. Looking to the rooftops of the city will almost always result in a Harpy spotting as they watch over the goings on of the populace. Best to hope that they're in a fair mood, themselves, as their songs can turn particularly dangerous for anyone listening, and the magic they use can become just as sharp as their talons.

Note: A Harpy can be any bird, and can be any gender. Keep in mind that, by nature, a Harpy is a creature of flight - a flightless bird will be considered an oddity in Geargadas and players may need to consult the mods to make sure their changes are appropriate.

Strengths:
  • Enhanced reflexes and agility. Some Harpies are faster than others due to breed, but they are all faster than a human. Smaller breeds of birds will frequently result in faster, more agile Harpies, where larger birds typically result in stronger but slower Harpies.

  • Built-in lie detectors. No matter how confident the liar or complicated the lie, a Harpy will always be able to tell when they're being lied to.

  • Enhanced eyesight, which allows them to see even the smallest detail from far away.

  • One of two abilities:
    • Minor wind magic, which allows for them to glide/fly more easily and to use cutting wind attacks and minor whirlwinds.
      — OR —
    • Musical enchantment through singing voice, allowing them to charm and ensnare non-sirens (Harpies & Merrow fall under sirens). Can turn into an ear-splitting screech.


Weaknesses:
  • Surpassed only by Merrow, electricity is extremely effective in subduing a Harpy. It's often recommended that they stay indoors during storms, as lightning is a major risk for them in inclement weather. A well-placed shock runs the risk of paralyzing a Harpy, perhaps permanently if strong enough.

  • Due to the hollow nature of their bones, they're easier to break and harder to mend. Stronger Monsters or a thought out attack will put them down and, possibly, keep them down.

  • Respiratory infections can spread to the abdominal cavity and bones from the lungs/air sacs of a Harpy, although their possession of a human diaphragm makes it a little less lethal in them as opposed to their avian relatives.



Mandatory Changes
Bird-like wings, which can be arm wings or separate limbs on the Harpy's back. Minimum size allows for gliding, but larger wings may allow them to fly.

Talons and bird-like hands and/or feet, per player choice, as well as sharper teeth. This is all of them, not including just the canines. No other special features come with this change though.

Pointed ears. May also include feathers, depending on the Harpy.

Feathers covering a large potion of the Harpy's body, focused mostly on their lower body but around the back/shoulders near wings. This includes a feathered tail, used for steering, which can be any length of the player's choosing.

Two necessities that assist in flight, in two different ways: hollow bones, as per the norm for birds, and small air sacs in addition to their natural lungs. A bird's respiratory system is far more efficient than that of a mammal's, and Harpies - despite being part mammal - inherit some of this efficiency. Thus, they have a greater lung capacity and can travel at higher altitudes without assistance.

A nesting instinct. Harpies prefer being higher up as opposed to being grounded, as this may leave them more exposed and vulnerable to threats. As such, they perch on buildings and in trees more often than not, and even if they're indoors it's likely that they'll find a way to move their bed into a higher location. Whether this is a nook in a wall or an overhang depends on preference. Nesting will vary based on breed of bird, but also takes the human side into account.

A more feral looking form during the full moons, which can also be triggered during high emotion situations. Feather growth increases and spreads, wings increase slightly in size, hair/feathers get more wild, and teeth and claws may elongate and become sharper. As notoriously aggressive Monsters when agitated, this aggression may increase - but regardless, a more feral mindset will also kick in for Harpies that have a harder time with their less human instincts, the ones that fight the change.



Optional Changes
A fully feathery, bird-like lower body with wider hips, digitigrade legs, and fully functional grasping claws that vary in appearance based on the bird in question. Legs may have additional feathers on the lower portion depending on the bird that the Harpy is based on.

Additional digits on wings that allow for grabbing, especially in those with arm-wings.

Additional muscle growth around the chest, shoulders, and/or back to further support their wings. This may manifest as making the Harpy in question look like they have a second set of pectorals, for example.

Hair and/or skin changing to reflect the coloration/markings of their bird in question. This can be a complete or partial change, per player choice. Hair may also include additional feathers in it.

Torpor in select Harpies whose species of bird may enter a torpid state during cold weather and when food is scarce. While not an actual hibernation, Harpies may find themselves incredibly lethargic and wanting to sleep as their body temperatures, respiratory functions, heartbeat, and contactbolic rate lower. Extra downy feather growth for insulation in colder weather may help offset this.

Harpies who have completed most of their changes can choose to shift into a full bird form. This shift is difficult to master if a Harpy has not accepted their Monster form (if they are still fighting against their Monster instincts and changes), and is easier to accomplish during the full moons.

Possible psychological changes that come with their respective animals or Harpy/siren lore. How they build their nests, if they might be more inclined to swoop over people, etc. This includes a shorter temper - many Harpies are territorial and aggressive, and can become violent if provoked. The trigger for this temper varies from individual to individual, but it makes them no less dangerous if someone crosses the wrong line.







Art by Vilani


Art by mangaboi; Color by me


Art by Everett






Timeline of Changes
JUL 2020
  • Built-in lie detector
  • Enhanced eyesight
  • Enhanced reflexes and agility
  • Pointed ears
AUG 3, 2020
  • Sudden feather growth, along back, arms, and crown
  • Hair turns blue-green
  • Hands and feet become talon-like
  • Hollow bones and air sacs
AUG 2020
  • Continued feather growth, including tail feathers
  • Arm wings
  • Nesting instinct
  • Beginnings of flight capability
SEP 2, 2020
  • Full feather growth
  • Sharper teeth
  • Additional muscle growth
SEP 2020
  • Full flight capability
  • Minor wind magic
OCT 2020
  • Digitigrade legs
???
  • Full peacock form
TIMELINE CODE © TESSISAMESS



ooc
©hris#9103 @ discord
est (gmt-5)     player

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