Lineage

==Lineages==
Each Promethean takes after the traits of the progenitor, the first of their kind. The various "lineages" of Prometheans take their roots from notable "created" or "reconstructed" throughout folklore and fiction. Each lineage is also aligned towards one of the five classical elements, and, in keeping with the alchemical theme of the game, is imbalanced towards one of the respective humors. The lineages consist of:
*Frankensteins, otherwise known as "the Wretched." The story of their creation follows Mary Shelley's novel, with a few distinguishing variations: Frankenstein created his monster using a mixture of current scientific knowledge and Paracelsus's alchemy, and the monster survived the death of his creator to create others like himself. Frankensteins are created by taking the best parts from multiple corpses, assembling a patchwork man from said parts, then animating it through a mixture of the Divine Fire and electricity. Frankensteins are aligned with the element of fire and are imbalanced towards choler, and are thus driven towards vengeance and ambition. Frankensteins are also known for their massive strength. A Frankenstein named "Verney", who may be the original progenitor of his Lineage created by Victor Frankenstein, appears in the game's framing fiction, providing the point of view throughout the core book.
*Galateids, otherwise known as "Muses." Like their progenitor, they are known for their beauty and want of companionship; unlike their progenitor, they are not fashioned from stone, but rather from the unmarred corpse of a beautiful youth. They are walking contradictions, attracting people through their beauty while driving them away with Disquiet. Galateids are aligned with the element of air and are imbalanced towards blood, often making them courageous and amorous. A Galateid named "The Hangman's Beautiful Daughter" appears in the game's framing fiction, providing the point of view throughout Strange Alchemies.
*Osirans, otherwise known as "Nepri." The Osirans draw from their legacy as "children of a god" and often carry themselves with regal bearing, expecting others to follow them and bow to their wills. Another element they share with their progenitor is an incomplete body; as in the legend of the resurrection of Osiris, the creation of a Nepri involves the division of the body into 13 parts, the "least" of which (decided upon by the creator) is thrown away, and reassembly of the remaining 12. Osirans are aligned with the element of water and are imbalanced towards phlegm, giving them a tendency to remain calm in most situations. An Osiran named "Dr. Brine" appears in the game's framing fiction, especially throughout Pandora's Book.
*Tammuz, otherwise known as "Golems." Golems draw their history from conflicting tales, one Hebrew in origin, the other resting in Babylonian myth. Nevertheless, the stories share one common element: rejection of the bonds of slavery. The Tammuz loathe slavery in all its forms, and wish to achieve mortality in order to break away from the fierce restrictions that Disquiet confers upon them. Golems are not created directly from clay, as in Jewish folklore; rather, a body is imbued with the Divine Fire and buried in the earth. Once the Tammuz awakens, it is his duty to claw his way out and face his new life. Tammuz are aligned with the element of earth and are imbalanced towards melancholy, making them both introspective and prone to fierce rage. They are also known for their seemingly limitless stamina. A Tammuz named "John Ash" appears in the game's framing fiction, especially throughout Saturnine Night.
*Ulgan, otherwise known as "Riven." The Ulgan's origins lie in shamanism, drawing from an initiation rite in which the hopeful shaman's spiritual body is torn apart by hungry spirits and reconstructed piece by piece. Sometimes, the rite goes horribly awry, and the young initiate's physical body is torn to pieces as well. The remains, when stitched together and reanimated, produce a Riven, who can perceive and interact with the realm of ghosts and spirits. The occurrence of the rite in the life of the corpse is not necessary, as long as it is replicated in death by the Ulgan's creator. Some Ulgans draw their origins from the legend of Orpheus, who they claim was brought back to life after being torn apart by the Maenads. Ulgans are aligned with the element of spirit and are imbalanced towards ectoplasm, driving them towards intuitive and instinctual thought and action. An Ulgan named "Zo Malak" appears in the game's framing fiction, providing the point of view throughout Magnum Opus.
The fifth book in the game line, Saturnine Night, allows players to play characters of various other Lineages. Two of the more prominent are the Unfleshed and the Zeky.
*Unfleshed are mechanical inventions animated by the Divine Fire and given life. The Divine Fire gives them human form and shape, but underneath the illusion, they are still mechanical. Each Unfleshed has a different elemental imbalance; thus, each one produces different forms of Disquiet and suffers different forms of Torment. The Unfleshed can claim any Transmutation, including those favored by Pandorans, as their Bestowment, and can carry devices from their lives as machine within their body. They can be considered an expansion of the "Constructs", otherwise ordinary Prometheans created from or incorporating inorganic matter (such as a Galateid actually carved from stone), detailed in the Magnum Opus source book.
*Zeky, singular Zeka, exist as urban legends amongst Prometheans. They are Prometheans animated by nuclear energy. They can spend very little time near humans, as their Disquiet transforms fertile land into a nuclear Wasteland, as well as making humans extremely paranoid about being attacked from outside. The Zeky are constantly in pain from the nuclear energy that burns through their body; as a result, many forsake the Great Work and embrace the path of Centimanus. The Zeky have three different possible Bestowments, including the ability to animate corpses through nuclear energy, the ability to become a 'Hiroshima shadow' in order to prevent the spread of Disquiet, and the ability to draw Pyros from nuclear energy. In addition to these Bestowments, a Zeka can use the Irradiation Transmutations, focused on the manipulation of nuclear energy, without fear of losing their humanity.
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