Tainted One

“In the harsh wastelands they live, every tiny detail of their being mutated beyond our concept of humanity. Their eyes are mad with bloodlust, for blood they thirst, driven forth on the whims of the mysterious beings they seek to appease. Clad in crude garments and wielding clumsy and brutal axes and maces, they rage against each other, burning, pillaging and looting all before them as a sacrifice to their masters.” - Lisa Venturi, Imperial scholar, now declared insane.Also known as the Mana-Born, the Tainted Ones were once regular Humans. However exposure to chaotic magical energies mutated their bodies and minds into somehow else entirely. Their skin, eyes and hair changed colour. Some grew extra limbs. Some had their entire bodies morphed and changed into completely mindless monstrosities. Now, the Tainted Ones live in the wasteland that is their home, fighting amongst one another for the few resources and safe areas that remain. The most powerful of their race, however, have formed a complex society under the watchful leadership of powerful and mysterious entities known only as the Great Old Ones.
== Physical Description - Magically Mutated ==
It is incredibly difficult to generalise the physical appearance of the Tainted Ones, for they are not consistent in their appearance. Their mutations are more-or-less completely random, though attempts have been made to make general classifications. Most Tainted Ones were once Human, meaning that many of them maintain Human heights - a little under 5 feet to a little over 6 feet. Most mutations do not seem to effect size much and so this has remained mostly the same. Their weights, however, can vary greatly depending on the nature and magnitude of their changes.
Tainted One skin is also very random. The most common colour is a pale off-white, however normal skin tones have been recorded as well as more ‘out there’ skin tones like purples, reds and blues. Like the rest of their mutations, this is completely random. A Tainted One’s body has the potential to morph and shift as a form of mutation. As a result, a Tainted One might have a blade for an arm, or multiple eyes. In less fortunate cases, their legs might twist and contort together to resemble the body of a snake, rendering them paralysed. Or spiked, bone extrusions might burst from their backs. The effects are seemingly at random and it is this chaotic rewriting of their being that renders the Tainted Ones such distinction over other Human races - even the undead Vampires.
== Mentality - Pushed to Chaos ==
Just as their bodies mutated, so did the minds of the Tainted Ones change. It is believed by some that the Tainted Ones lack the rationality and critical thinking that most other races have. Instead, their minds are clouded with chaotic machinations and that it is primal instincts and randomised thought that drives them onward. In reality, this belief is almost certainly false. Any chaotic or barbaric thought processes are more than likely the result of the incredibly hostile environment and the very difficult lives they live, rather than an innate psychology.
Whatever the reasoning may be, it is very clear that the minds of the Tainted Ones do appear to be pushed towards the more chaotic side of things. They are willing to take life and destroy surroundings in order to get what they need, consequences be damned. The ‘marauders’ especially (Tainted Ones that do not follow the orders of the Great Old Ones), seem to be particularly chaotic. This is likely a result of their circumstances. The wasteland is a barren and hostile place, and to survive they must be willing to do whatever it takes - a thought process that would logically apply to other things. That being said, even some of the marauders have been shown to hold back in the name of morality. Even in the wastes, it seems there are lines some will not cross.
The Tainted Ones that choose to follow the Great Old Ones, on the other hand, seem to be less chaotic than their outsider counterparts. They follow a command structure and social hierarchy, which includes a set of expected standards and sort-of laws. Followers of the Great Old Ones seem to follow these structures despite their alleged chaotic outlooks. In many ways, it follows the traditional social dynamics of the very nations that criticise their ‘backwards thinking.’
For the most part, Tainted Ones are solitary in nature. Those that follow the Great Old Ones, in particular, stay out of the affairs of outsiders and other nations. Despite this, Tainted Ones have been known to co-operate and work with others. Some marauder tribes have even attempted to establish a ‘tourism’ market of sorts - offering protection and guidance for scholars and the curious. These efforts have been met with middling success.
== Society - Devoted to the Great Old Ones ==
Tainted One society comes two-fold. A majority of those that live in the wasteland survive as marauders. Whilst some of these people attempt to get by alone or in very small groups, most band together to form tribes. These tribes are almost always fighting amongst each other for resources and land - whatever remains of the times before. Those that follow the Great Old Ones, however, enjoy a society that, although somewhat crude, resembles that of many other nations. They have social and economic structures, laws, and a belief system - one that centres around the Great Old Ones themselves.
Tainted Ones that follow the Great Old Ones are completely devoted to them, viewing these entities as living gods. They follow the plans and will of the Great Old Ones to the letter, whatever those may be. Nobody knows what the ultimate plan of the Great Old Ones is, but it seems that the current will of these creatures is the isolation of the Tainted Ones, focusing their attention on the various tribes of the wastes instead of foreign ambitions.
Tainted Ones that live in other lands are few and far between, as most do not accept them as they are - and getting away from the Mana Wastes is a very difficult task. Those that do, however, live in relative isolation. Most avoid large towns and cities due to the opinions of others, instead choosing to survive in small villages or, in a majority of cases, completely alone.
== Tainted One Adventurers - The Great Wide World ==
Tainted One adventurers are uncommon, and those that do exist more often than not attempt to conceal their identities. They usually try to stick to smaller groups, that are easier to predict and keep an eye on. If a Tainted One is pushed towards adventuring there are several potential reasons as to why. They might simply wish to see the world beyond the wastes that are their homeland. Perhaps they wish to be something more than the mutant the world sees them as. Or, perhaps they are present due to the will of the Great Old Ones - playing a part in some impossible plan they do not yet understand.
== Tainted One Names ==
Most Tainted Ones were once Imperials - or have Imperial ancestry, and so most simply use the same naming structure as modern-day Imperials do. That said, some Tainted Ones do not actually get names, particularly those living amongst marauder tribes. These groups are too focused on survival to spend time naming their offspring. In some cases, these Tainted Ones might adopt a name from another culture or simply think up a name themselves - with the latter names sounding particularly ‘unique.’
== Tainted One Traits ==
Your Tainted One character has an assortment of inborn abilities, part and parcel of their nature.
* Ability Score Increase - your Charisma score increases by 2 and one other ability score of your choice increases by 1.
* Age - considering most Tainted Ones were once Human or descended from them, one would expect Tainted Ones to have a similar life span. However, it appears that their mutations have also extended their lifespan, for most Tainted Ones live to a little under 200.
* Alignment - for most Tainted Ones, their lives are extremely difficult and full of death and struggle. Due to this many of their race will do whatever it takes to survive, making them mostly chaotic. Outside of that, a Tainted One can be good, neutral, or evil depending on their circumstances - with many switching between the three.
* Size - a majority of Tainted Ones have Human ancestry, meaning that they share similar physical traits. However, their mutations mean that in rare cases a Tainted One can be anywhere from 3 feet to 8 feet to beyond. Typically, though, your size will be Medium.
* Speed - your base walking speed is 30 feet.
* Magic Resistance - due to your mutations, you are resistant to the effects of magic. You have advantage on saving throws against spells and other magical effects.
* Internalised Mana - you are a being infused with magical energy, and it comes out naturally. You learn two cantrips of your choice from the sorcerer spell list. Once you reach 3rd level, you can cast chaos bolt once using this trait. Once you reach 5th level, you can also cast one second-level sorcerer spell of your choice once using this trait. You must finish a long rest before you can cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
* Guidance of the Great Old Ones - the Great Old Ones guide you and your race using their all-seeing power. You are able to tap into the knowledge of the Great Old Ones to give you information. You can only do this once per short or long rest.
* Mutated Biology - the magical energy infused within your body has granted you mutations. These might be beneficial or detrimental, usually both, but always random. Choose a mutation for your character. This can be a bladed arm, extra eyes, or even an extra leg out of the back. This mutation will potentially grant you an additional ability, but might be at the cost of something else. For example, a bladed arm provides you with a better unarmed option, but prevents the ability to duel wield or use two-handed weapons.
* Languages - you can speak, read and write Common and Old Speech. Tainted Ones speak somewhat similar to regular Humans, although their voices might be more raspy or gravelly. In some cases, mutations might change how a Tainted One speaks, or render them unable to speak at all.
Category:Races