Yithnai
Domains:
Pestilence, Toxin, Decay, Insects
Pestilence, Toxin, Decay, Insects
Holy Names
The Pestilent One, Lady Plague, The Plaguedaughter, The Toxic One, Corrupter, The Insect Queen, The Mistress of Toxin, The Queen of Rot, The Lady of Decay, The Plague Lord, The Eternal Child, The Blight, The Destroyer of Desnind, The Terror of Rhakros, The Hive Mother
While mainly seen on the Plague Bearers, Lisirra is the sort to grant her Blessing to many who help her, even without telling them she plans to do it, as a way to keep an eye on her toys. Manifesting as a slight glow to the bearers eyes, Lisirra's Blessing is one of the more subtle marks…at the beginning.
- Egg The first ability of any Yithanai is one they never completely understand. The Egg is Lisirra’s way of planting a bit of her sadistic creativity within those she chooses to mark. The egg is the potential to change. Similar to a Spark, it is far more consciously designed. As a Yithanai grows with Lisirra’s favor, so do they lose their humanity and become a creature of the Plaguedaughter. In addition, planting the egg allows Lisirra a little more control over her marked than most other Immortals. She can twist it inside them, causing unimaginable pain, use it to transmit messages even when she isn’t around, and can locate her marked even in areas devoted to keeping the eyes of the Immortals from sight. She implants the egg within her marked’s souls and there are few, if any, ways of removing it. The abilities that come with the ‘Egg’ seem beneficial. A Marked will never again sleep unless desired. Instead they take on a form of low activity called ‘torpor’. It allows them to rest and recuperate while simultaneously remaining somewhat alert. Although very few actions can be taken while one is in torpor, a marked will be aware of their surroundings and be able to leap from Torpor when danger arises. Small, mundane, and slow tasks can be completed in torpor if it is not particularly draining. Finally, the marked will become more resistant to hunger and cold, allowing them to last nearly twice as long as other members of their race when deprived of resources. However, without energy their body will begin to slow, even if their organs and mind stay active. The egg transmits sadistic suggestions at Lisirra’s behest, quiet enough to be considered subconscious urging. This urging continues throughout all stages of marked development. 3 Knowledges: Egg: Torpor grants awareness and near perfect rest.
Yithnai: Egg: Growing accustomed and resistant to cold, though the chill weakens and slows his movements.
Yithnai: Egg: Getting portions of tissue removed from the mark, prompts it to regenerate itself. - Carrier This ability allows a user to carry one or two diseases within their body safely. The carrier acts as a transmitter and can choose to infect others in the common way their carried sickness would be transmitted. At this basic level, only minor to moderately dangerous diseases or sicknesses can be carried and transmitted, and only those diseases that the marked could realistically contract. A Carrier can choose to remove a disease from another’s system and take it upon themselves to carry, but only two can be carried at any time. A Carrier cannot willingly discard a sickness they are carrying through any other means than infecting someone else. 3 knowledges: Yithnai: Carrier: cannot contract diseases from soiled materials, but living tissue.
Yithnai: Carrier: Spreading disease to others.
Yithnai: Carrier: Prolonged contact is needed, this isn't a ranged ability. - Plaguedaughters Skills I The character is granted an extra three skill points which may be spent only on the following skills: Poisons, Resistance, or Medicine. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses. 0 knowledges:
- ImmunityThis ability exempts a user from all diseases, infections, and parasites, even those crated magically. In addition, any venom belonging to a creature in the insect kingdom will also be useless against her agents. 0 knowledges:
- Cocoon Often in the insect kingdom, a cocoon or chrysalis is used to protect the insect while it transforms. In the scope of Yithanai, a cocoon is used as a healing chamber for the injured. Visually a disturbing ability, the Yithanai spins a cocoon from white, silky strands spit from their mouth. Usually they’ll find a private place to spin and creating the cocoon takes the better part of a break. When completed, the user settles into a deep torpor within, healing twice as fast as they might outside. At Adored, this ability becomes capable of regenerating lost limbs and at exalted, it can be spun over another with the same effects if desired. When the user is completely healed and emerge from the cocoon, the strands of the cocoon itself are often strong enough to use as rope. Those attempting to destroy the cocoon with weapons will find it tough and thick, difficult to pierce or breach in any way…although remarkably vulnerable to fire. If the cocoon is threatened, the Yithanai can emerge early. 0 knowledges:
- Compound Eyes Not actually a physical change, the Yithanai can temporarily transform their eyes into the compound equivalent of an insect’s. This allows the Yithanai to perceive with alarming superiority to others and subtly increases their own reflex speed. While this ability cannot be hidden from others, it does allow the Yithanai to truly observe all nuances of a scene or situation before reacting. Those who master this ability also find that their sight in darkness improves. While not true darksight, a Yithanai rarely needs help navigating during the night when this ability is active. (yet to be earned) 0 knowledges:
- Diagnosis With a touch, the user can determine the name, severity, effects, and transmission method of a sickness or poison currently effecting one person. Curiously, this ability can also tell the general health of an individual and the state of their internal consistency. While this ability could be used to incredible effect as a medical practitioner, it is more meant to identify weakness in another to determine who to infect with her vectors. Lisirra likes to leave the choice up to her marked on how best to utilize the power, however. Those who displease her can quickly find the weight of her displeasure unbearable. (yet to be earned) 0 knowledges:
- Favored By Insects With this ability, a user will never be bitten, stung, or attacked by insects encountered. Bugs generally see the user as a friend and will not grow aggressive unless compelled to do so. Even insects compelled to attack will often fall short of lethal dosages or be literally unable to continue an attack even if commanded. Deep in their insect hearts, they know Lisirra’s displeasure at attacking her tools. (yet to be earned) 0 knowledges:
- Rotting Touch A deadly skill if used on a target that can't resist, Rotting Touch allows the user to rot anything they touch as long as they can keep their hands on their victims. Even if the target escapes, they will find that the parts of their body that have begun to decay will not heal naturally and are resistant to conventional medicines. Rotting touch can be used on living targets as well as objects, but tends to be most effective on objects susceptible to decay. (yet to be earned) 0 knowledges:
Current Advancement Plot:
1. Zemos is coming out of jail in Viden around the 17th of Ymiden. He will feel called to the warm and uncharacteristically balmy weather that is occurring in Viden this season. He'll feel called to a ranch in a village, where he'll find work shoveling manure and so forth. At this point, he'll begin to feel the call of his Category II Osẹ-bori familiar, which has begun to seek him out. He builds a camp near the Tundra Ranch so he'll have easy access to his place of work.
2. Zemos will discover how the manure attracts an abundance of bugs and flies and such, and rejoice that bugs are beginning to thrive in the North. That will cause the spirit that is following him, as well as his Yithnai suggestions (voices/suggestions talking in his head as part of that mark) to prompt him to inspiration. He'll begin finding dead vermin around the ranch, and see that their corpses collect the bugs, flies and maggots as well. In the outskirts of the Ranch, somewhere out of sight but near his personal camp, he'll begin pilfering some manure and dead animals and begin his own little rot pile.
3. The uncharacteristic heat begins to affect the heavily furred and fat animals populating the ranch. One of them happens to die of heat exhaustion. Before the owners notice that their animal is dead, Zemos collects its body for his 'rot pile' carting it off with farm equipment. Once he arrives at the pile of rotted matter, he begins to hear the voice of his spirit and Yithnai suggestions even more furtively. It inspires him to the ultimate stage of the quest, to collect the dead body of a freshly dead sacrifice (a prized animal), and bring it to the rot pile for sacrifice.
4. He plans the sacrfifice, all while trying to continue to hide his rot pile and sneaking around the tundra ranch, collecting even more samples of dead vermin and creatures. He begins eating the diseased flesh, trying to acquire some sort of disease from them, but failing mostly due to his immunity. However, when he manages the murder of the mortal, and brings its body to the rot pile, he manages to acquire a moderately dangerous disease as a carrier. (still immune, but begins showing superficial signs of the disease, a skin condition similar to Leprosy.). At that point, the Category II Osẹ-bori will reveal itself to him, and the bond will have been formed.