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Chimerae (Beastkin)

Beastkin refer to themselves simply as "The People." They are a savage race of beast-like creatures living in a primitive society that resembles the dynamics of a pack. Their appearances vary widely, but they generally look like bestial humanoids whose physiology often appears to include a mix of characteristics from multiple species, which is why they are also known as Chimerae.

Their way of thinking differs from that of humans: as wild yet sentient creatures, they experience the world in a visceral, naturalistic, and sensory-related manner. They view themselves as apex predators and take great pride in hunting, subduing, and killing creatures, including humanoids. Despite this, they form strong social and emotional connections with their own kin and express a wide range of intense feelings in their bestial speech, from thrill to fury to contentment.

Contrary to common human belief, Beastkin are not simple beasts capable only of grunting and bleating. They can understand and speak the common language, albeit in a guttural manner, with reduced grammatical clarity. Although their speech is simple and lacks elaborate words, they are capable of conveying more complex meanings through body language and sounds, which are as important as words in their communication. They avoid using metaphors and frequently use the third-person form of address.

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History

Before the establishment of modern, imperial human society and its standing armies, packs of Beastkin roamed across the Continent, posing a significant threat to civilization. As the Empire grew in strength and organization, and its military tactics evolved, such as the use of Messalyan light cavalry, it gradually pushed back the Beastkin, confining them to the Marshes and Wastelands in the east. In this territory, the Chimerae tribes fought amongst themselves, claiming it as their own, but their activities had little impact on the Empire. Although the Empire actively guards its borders, it refrains from entering the Wastelands to avoid disrupting the delicate balance that had formed there. If the tribes were to unite and launch a joint attack, they could pose a serious threat to neighboring regions. The tribes that remain scattered through the Continent continue to struggle to this day, as the civilized world robs them of wilderness and persistently robs them of territory, effectively pushing them into increasingly smaller habitats.

In the pre-occupation Black Dome Peninsula, the Beastkin were not viewed as a significant threat by the rulers and councils of the Free Cities, as they did not attack major settlements or venture deep into safe territories far from the wilderness. The City-States were instead preoccupied with internal rivalries and competitions, paying little attention to the small frontier villages that bore the brunt of Beastkin incursions.

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Society

Upon closer examination, it becomes evident that Beastkin develop complex social structures and rich traditions surrounding various aspects of their lives, including their spiritual beliefs. The most important are rites celebrating coming of age, honoring hunting prowess, making a new shaman, bonding with a mate, and summoning the tribe to war. Strength, dominance, the ability to provide for the tribe, and living in harmony with nature are all that matter to the Beastkin.

A tribe is typically led by its strongest member, the Primal. This position is obtained through displays of strength and dominance and can be lost in the same manner. Though males usually lead Beastkin tribes due to their larger size and aggressiveness, it's not uncommon for females to lead smaller hunting packs within the larger tribes.

Within the tribe, there are several roles:

  • Primal: The tribe leader. It is a rank achieved and maintained through dominance. While multiple Alphas may exist within a single tribe, only one can rise above the others to become Primal.

  • Alpha: The head of a hunting pack within the tribe.

  • Bolverk: Second-in-command of a Beastkin pack. It is a rank often held by the most fierce Beastwomen. The Bolverk enforces order and obedience within the tribe, carries out the Primal's commands, and serves as the tribe's Shaman. They lead the rites and understand the needs of the Forces that serve the Rot and the Raws. Bolverks are also the tribe's healers, often utilizing herbal remedies.

  • Caitiff: Outcasts and Chimerae who have become weak are usually not kept within the tribe. They are often exiled or left to perish of hunger. If defeated, their bodies are sacrificed to the Rot.

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The Beastkin show no respect or fear towards other gods or demons because they believe that entities or people they cannot see are not worth fearing. As a result, they never pledge allegiance or bow to the Emperor or any other authority figure they have not seen in person.

Their attitudes would change if these entities could physically manifest in front of them. Instead, they venerate visible forces of nature, with the most significant being The Rot. It represents nature itself and the inevitable destiny of all things and beings.

To become a Primal, a Beastkin can challenge the current leader in a sacred ritual. This challenge requires proving strength by hunting a dangerous creature or foe chosen by the Bolverk. It's a task not to be taken lightly, as failed challengers or defeated Primals cannot attempt to reclaim leadership because the stain of defeat cannot be undone. Former Primals are not killed and are still respected, and their opinions on matters related to war, tribe welfare, and safety are held in high regard.

Chimerae revere and fear strength, even in their enemies. Fear is a primal instinct that beasts understand well and can use to their advantage. Unlike civilized people, they can also sense it. They use fear to their advantage and enjoy demonstrating dominance over their enemies. This is their way of asserting the superiority of the laws of nature over civilization's moral system.

Beastkin often dominate the weak and use this as punishment for more formidable foes. This is their way of exploiting the weaknesses of civilization and its moral code. However, a being that exhibits strength, abandons civilized ways, embraces tribal life, and successfully endures trials and torture may earn recognition and acceptance from the tribe, even if they will never be considered authentic Beastkin.

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Sexual characteristics and behavior

Chimerae prioritize strength over sex, so while female Primals are rare, they can exist. Females may be smaller and weaker at times, but their main challenge is ensuring the safety of their pregnancies, which makes it difficult for them to lead a tribe during that time due to their vulnerability.

Beastkin breed selectively with their own kind to produce healthy and strong offspring. Mate selection is a rigorous process that supports the laws of natural selection. It can mean weaker Beasts have no choice but to choose weaker partners. However, their offspring can then be relegated to lower roles in the tribe.

Some Beastkin seek out the most cunning, powerful, or stealthy partners when choosing a mate. They may spend days, weeks, or even months scouting for a suitable mate, sometimes engaging in combat or leaving gifts as part of their feral nature. Chimerae are generally monogamous, but exceptions can be made when the tribe's numbers are critically low. Once the Bonding Rite is performed, the pair is mated for life.

Beasts generally prefer to mate within their own kind, but Chimerae may mate with Orcs or Ogres if mating within their own kind is not possible, and only the weakest would ever consider a goblin, and likely out of sheer necessity. Those who willingly breed with weaker or civilized species will likely face repercussions from the tribe for weakening or corrupting their bloodline, and would risk being declared a Catiff: combined with the belief that breeding with civilized races disrupts the natural order of things, very few would ever run the risk, and if they did, they would certainly do their best to keep their deed hidden.

Herding

Beastkin do not have a genuine concept of slavery, but they herd those within their territory, subjugating them over time. Herds are used in many ways, commonly as suppliers of goods and materials. It is rare for Beastkin to take captives, and those who are captured are usually used only for hard labor and tend to die from exhaustion or exposure to harsh environments.

Beastkin often try to turn those they have herded away from civilized ways, enjoying the return to the savage and primal nature of any living being. Some try to force such change upon others through trials or torture. It has been recorded that Chimerae sometimes trade captives or unruly herds with Ogroids or Dark Elves.

Tribal life

Beastkin typically have shorter lifespans than humans, living up to around 80 years but often dying younger due to fighting. Unlike humans, they do not have a parental instinct. Every child is considered a child of the tribe with no heredity or succession involved. The offspring of a strong Primal will receive the same treatment as anyone else, earning respect through their own prowess.

Beastkin reach adulthood at 18 years of age. Older and weaker Beastkin are responsible for raising the young ones, teaching them about war, hunting, Rot and the Raws, and artisanship until they are ready to go through the Ritual of Passage. This is a significant ritual that every Beastkin must go through, and it is also a reason why their population struggles to increase.

During the Rite of First Passage, the Chimerae undergo physically demanding tests, often enduring harsh environments or facing the elements without equipment. Those who pass are officially accepted within the tribe. In rare cases where failure does not result in death, young and weak Chimerae are exiled with a marked back for other tribes to recognize. Those who have never undergone the rite due to slavery, captivity, or decimation of their kin face a terrible fate. No tribe will accept them, viewing them as weaker, more pathetic, and possibly more corrupt than Caitiff. They are often hunted by tribes that find Beastkin typically live far from nourishing regions and have no agriculture or advanced craftsmanship practices. They are hunter-gatherers who obtain other items by herding or raiding civilized folk.

However, they practice trading with those daring enough to approach them or those who do not live in the areas they consider their territory or hunting grounds. They often trade with Greenskins for basic materials and occasionally with Dark Elves. These deals are usually unconventional due to the differing values that Ilthir and Chimerae attribute to objects and lives.

Tribes

Even if Beastkin can, in theory, live almost anywhere, most tribes live in the Wastelands and the Marshes, which are the only areas where the number of humans and their interests are so low that they find enough space to survive. They prefer places where nature is abundant. Although tribes living in the mountains are not unheard of, they rarely settle past the treeline. Every tribe has a strong self-identity; they venerate different Forces as aspects of the Rot and fight not just with civilized folk but with other tribes to show their superiority. Wars between tribes rarely end with the annihilation of the loser; usually, they are just eternal conflicts that see no winner. However, if that happens, the losing tribe gets absorbed by the winning one, their Primal is killed, and the prevailing tribe eats its heart. Killing another Primal or, in general, another Beastkin that is too weak is an act of respect. When a defeated Beastkin is left alive and marked, it is considered a fate worse than death.

Beastkin are not inclined to build towns or even actual villages as their warlike and hunter-gatherer culture compels them to move constantly, and their veneration of Rot forbids them from creating anything that lasts in time. Camps are usually quickly set up around a cave when possible and are used for a few weeks. Spikes in many layers, vines, or other obstacles surround them. In the center of the camp, there are crude tents and campfires. Any method of preserving food is considered blasphemous, and uneaten food or a kill that hasn't yet been tended to is often used to grow insects or mushrooms. The inner layer in the center of the camp or inside the cave, when present, is where the Primal lives and makes its decisions.

However, once a tribe reaches a certain number of individuals or establishes a particularly firm and undisputed foothold in a territory, the area they choose to settle in might become their primary den. To appease Rot, the layout of the den changes often, evolving from one moon to another. Every tribe has different rituals and traditions, usually managed by the Bolverks.

Examples: The Quicksands Tribe, living in the Marshes, often adopts stealthy guerilla tactics and ambushes. They are particularly bloodthirsty and sadistic. One of their favorite tortures is leaving their prisoners naked inside the quicksands, tied to ropes so that they don't fall and suffocate for days without food or water.

The River Tribes, usually small tribes that spread throughout the Empire, originated from one of the most powerful and large tribes in the past and are now divided. They give great importance to honor and face their foes in the open field without fear. One of their preferred tortures is leaving their prisoners underneath a waterfall until the water breaks their bones.

Some examples of Tribe Names include: Thunder Tribe, Quicksands Tribe, Sandstorm Tribe, Tempest Tribe, Earthquake Tribe, Flood Tribe, Meteors Tribe, and Volcano Tribe.

Territoriality

Each tribe considers a specific territory as its home and will do whatever it takes to keep it free from invaders and ensure that anyone living in their lands is completely subjugated and herded. Every tribe also chooses one hunting ground where they can hunt wild game and other humanoids or raid existing settlements. Contrary to common beliefs, Chimerae can make temporary agreements and alliances with other groups outside their territory or hunting grounds to defend their land and maintain their dominance. They prioritize making alliances with other tribes but are open to making agreements with Greenskins, bandits, or rebels. As time passes, more tribes disappear at the hands of the humans, and even more so, the Empire, making the remaining ones more cautious and conscious of the looming danger. In the past, the Empire used this territorial behavior to convince Chimerae to fight common enemies, only to turn them on later.

Appearance and Apparel

Beastkin are savage, beast-like creatures who live in a primitive society that resembles the dynamics of both a pack and early tribal cultures. They typically have a patchwork humanoid appearance with many animal traits. The larger ones serve as frontline warriors and leaders, while the smaller ones are fast scouts or skilled hunters. It is a common misconception that Beastkin are filthy and produce terrible odors. Like any other animal, they clean themselves to avoid parasites or to decrease the risk of sickness. They do not wear clothing as other races do; instead, they use furs, leather, bones, feathers, and other natural materials in varying combinations if they choose to cover themselves. For some Chimerae, the elements of their tribal dress hold special significance, especially among the Bolverks.

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Relations with other races

Beastkin are unlikely to have long-lasting peaceful relations with most species or even among themselves. Their culture is based on physical prowess, a nomadic lifestyle, and territorial behavior, often making them aggressive towards their neighbors. The division between the tribes and the organization of the Imperial Army is likely the only thing preventing these beasts from causing trouble in the countryside of the Continent.

Humans are considered their greatest foe because they are viewed as representing everything that is wrong: civilized, individually weak, cowardly, and strong only in packs.

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Elves and dwarves living with humans are seen as insignificant and parasitic, relying on the strength of other creatures. Having been dominated by humans, they are greatly despised for their perceived inherent weakness and are considered interesting only as easy prey used for training pups or herds. However, those living in small, isolated villages are simultaneously among their favorite targets, especially if they live in a territory claimed as the home or hunting ground of a tribe.

Faefolks are viewed as either entertaining and silly or annoying creatures. Beastkin sometimes enjoy toying with them. However, at times, they find uses for the Fae that submit to them as agents to monitor the activities of other people or trick them into ambushes since they can more easily pass as belonging to them, at least from afar. Sometimes, a subservient Fae might be asked to corrupt someone the Chimerae is trying to turn away from civilization, or that Fae might offer to corrupt someone in exchange for freedom

Goblins are occasionally used as messengers or scouts, while Orcs can earn some respect from the Beastkin by proving their strength. Their warlike culture is respected, although not as much as that of other Beastkin, because Orcs are considered intrinsically weaker than them. Similarly, Ogres, even if their strength is recognized, their lack of hunting skills confuses Beasts.

Ilthir are often treated with a modicum of respect, called the Dark Ones or People of Below. Beastkin regard them as somehow tied to the Raw of Earth and dangerous, primarily because their ability to fight in the darkness is almost on par with the smaller Beastkin. Even if they are part of a highly civilized race, they are still reluctantly approached when specific circumstances prompt the need for trade. The commerce between the Beasts and the Ilthir often ends up with both parties thinking that they have tricked the other since they assign value to things and life differently. Any trade between Ilthir and Chimerae takes place only on the fringes and usually concerns the Depth's black market dealings rather than anything else. While some Bestkin are native to the Underworld, the Ilthir never let a tribe settle in populated or frequently traveled parts. After all, Beastkin's nature, social structures, and religion stand in opposition to the pillars of Ilthirdom

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How to play

Beastkin experience the same emotions as other races, but they are part beasts and mainly follow their primal instincts. They have a societal structure similar to a hybrid between a pack of animals and a tribe. They follow the strongest in the pack and the wisdom of their Bolverk. Beastkins disdain other civilized species, with the minor exception of Ilthir. They prefer to interact with other tribes or Orz'Korun.

Your task is to establish a territory for your tribe to mark as their own, herding any that live in that territory by having them submit, pay tribute, or provide your tribe with craftsmanship. Make sure they do not grow too strong and remember who is in charge; these people will never be allies, as they are herds, and the territory must belong to the tribe alone.

Consider marking this territory with small totems scattered at its borders (open a Narration ticket to inform them of these decorations being left around). Establish one or two territories as hunting grounds where the tribe would conduct their hunts and raids. Consider agreements, trade, and alliances with those outside these territories if they may be needed to protect what you consider your home. Beastkins are aggressive creatures; they respect violence and displays of dominance. They can smell the fear in the weaker races, raiding places they marked as hunting grounds to steal and destroy homes. Chimerae are far from being just dumb beasts; they are cunning savages. Being wise hunters, they know they must not hunt their prey to extinction but instead leave their herds and targets weak and easy to prey upon when needed.

Chimerae, like any predators, focus on preying on weaker targets and rarely attack head-on if they perceive a potential danger. Instead, they prefer ambushes and other hunting tactics. They know they can't take on the entire world, so they limit their raids to specific territories and may even form alliances for protection. Their preferred targets are those that seem the weakest, such as Elves, Faefolk, and other vulnerable beings in their hunting grounds. They are fringe hunters and avoid large settlements due to the risk of being overwhelmed or facing coordinated retaliation. Rather than killing, they prefer to harass and subjugate their victims over time. Eventually, they aim to break the victim down into a prey item worthy of the Rot, turn them away from their civilized ways, or accept their new roles as herds. The Chimerae lead a primitive lifestyle, living in natural dwellings or basic huts, and are unable to construct complex objects or fortifications. No more than very rough, 'T1' doors or carts. (For info about Territories, check the Conflict & RP rules)

Characteristics

  • Only Stalker, Fast, and Harpy are available from Character Creation; others are obtained through 'Mutation'.

  • Beastkin Hulks and Fierces compete against each other for supremacy: there can be only one Hulk and one Fierce in the same clan.

  • Chimerae are Beast-like creatures of incredible physical prowess. Characteristics vary significantly by each Beastkin sub-type 

  • Languages: Common (barely), Beastkin (grunts and other beast-like sounds)

  • Height limits: greatly depend on the variant; 

  • Primitive: these characters have a very limited choice as far as professions

    Races - Characteristics Table - Google Sheets

Beastkin Mutation

A Beastkin can become stronger with time, or even mutate significantly into a more deadly beast.
Only one mutation can ever be achieved and is selected from among:

  • Becoming a Beastkin: Hulk (and becoming a 'High Risk' character)

  • Becoming a Beastkin: Fierce (and becoming a 'High Risk' character)

  • Becoming a Beastkin: Chaser

  • Becoming a Beastkin: Crawler

  • Becoming a Beastkin: Manticore

To obtain a Mutation, you must have survived for at least 1 IRL month without being completely subjugated by others, and have done at least one of the following, or a combination of things described below:
1) Lead a Clan of 3+ active Beastkin not in service to another clan
2) Successfully conduct 2 Rituals to The Rot.
3) Complete 2 'Ritual Matings' as described in our Beastkin lore.
4) Select and 'herd' a specific prey group to cultivate a successful prey population in accordance with Beastkin lore.
Note: Rite of Bonding is essential for increasing the number of members within the tribe and celebrating finding a worthy mate to bond with. Beastkin must locate a suitable mate who will provide the best offspring. Once chosen, the Beastkin must court the target in an animalistic fashion through several different encounters. After Beastkin have "proven themselves" and accepted each other, they bond with one another, if possible with the Bolverk’s blessing, and then mate. It is a moment of celebration for not only the bonded pair but also the entire tribe.

Note 2: Prey Groups are player groups like clans or villages that the Beastkin selects and becomes the nemesis of, but not with the intent of simply killing or torturing (though such may help to coerce the selected prey group into docility). Once a prey group has become acclimated to the presence or raiding of the Beastkin and has accepted their proper place as the creature's prey (they have begun to offer regular tribute, assistance, or healing without resistance), then that prey group is considered to have been herded, if a selected prey group offers little risk to the Beastkin (such as a clan of non-combatants), then more in-depth RP in keeping with Beastkin lore may be required to satisfy this requirement.

Note: Rite of the Hunt is a test for any capable Beastkin, where they challenge their ability to find, stalk, and hunt the chosen prey. This is a Ritual performed alone when a Beastkin spends time picking up a worthy mark. Those often are other apex predators, monsters, or even Beastkin not belonging to the same tribe. Sometimes, the target of the Hunt can be a common enemy or an intruder into the tribe’s territory or hunting grounds. Once the Chimerae picks their target, they spend time stalking it, learning from afar about its routines, strengths, and weaknesses. After this phase, the Beastkin must set the Hunt in motion so that it culminates in battle. A trophy must be collected from hunted-down prey, presented to the Bolverk, or sacrificed to Rot.

Character Creation Sheet: Link

  • This race is available only to players who have been actively playing in the server for at least 1 month in the past 9 months due to the potentially highly antagonistic nature of these characters.

  • This race is available only to players who have not received RP-related warnings/strikes (e.g., metagaming, bringing an IC conflict OOC or vice versa, extreme p2w behavior, big lore breaches, etc.) in the last 6 months.

  • This race is available only in limited numbers; open a Character Creation Ticket to ask Staff before submitting this character.

Authors: Rashan, Vlaek

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