Denizens

### Denizens of Demonic Atomic

The World of Demonic Atomic contains many different forms of "life", each with their own social standings.

### **Human**

Often ruled over by the Vampire Aristocracy, humans are generally ill suited for surviving the dangers the wilds present. Humans who accept the Ecclesia are protected by vampires, as the latter requires humans as a replenishing food source. Due to the harsh nature of the world, pureblooded humans (often just referred to as "Purebloods") have become increasingly more scarce, although not so much as to cause alarm for the vampire population. As such, humans are often not killed but kept as slaves for punishment for crimes against their vampiric lords and ladies. Since the days of the Emergence (the opening of the Crypts), humans have been given many freedoms and liberties, even as far as being allowed to run their own settlements should they so choose. Many opt not to, as life under Vampire Aristocracy proves to be far less difficult than setting off on one's own.

Humanity has struggled greatly since the Demon Invasion. While they're currently still the most abundant sentient life forms on the planet, their existence is a hard-fought one.

### **Vampire**

Vampires are "Blessed Undead" who ultimately saved humanity from utter annihilation centuries ago by the creation of the Crypts The actual origins of Vampires are somewhat murky and vary from locale to locale (often not public information), but the teachings of the Ecclesia express that Vampires were chosen by the Goddess to protect her other creations, granted powers beyond any mortal. The various weaknesses of vampires have been woven into the lore created by the Ecclesia; their inability to walk in sunlight is taught that the sun was tainted with demonic influence and as an artifact of their prior invasion, rendered vampires unable to stand in it's unholy influence. Their inability to enter a homestead without invitation as a reminder of their goodwill and the belief that vampires can only help those who seek their help by the darkness of the Ecclesia. Their need for blood is explained as a divine right to the life force of other sentients, etc etc. Regardless, many mortals regard vampires very highly, and those who pay the tithes are well protected and cared for.

Most of the settled world is ruled by vampires, who rule their various territories in a feudal system. True vampirism is obtainable only through ritual (a single bite generally cannot turn a mortal, however may result in becoming a thrall), and their process for selecting mortals to join their ranks is convoluted and lengthy. The creation of a vampire through unofficial channels is punishable by death, as the Ecclesia dictates who may or may not receive the Goddess's gift. That, and of course more vampires means less blood to go around. Only pureblood humans are selected by the Ecclesia, as the merger between a vampire and mutant creates an entirely different entity altogether.

### **Dhampir**

Dhampirs are the spawn between humans and vampires (most traditionally male vampires and female humans, however there have been cases of a human father and mother producing a dhampir should the mother be turned late in the pregnancy. Vampire females are incapable of producing children due to their undead nature). While potentially highly regarded for their connections to vampire society, the opinions of Dhampirs varies greatly from person to person. While they walk the line between vampire and human social circles, they commonly find they don't truly belong in either group. As far as vampires are concerned, dhampirs don't /quite/ measure up to the same social status as pure vampires, and respect for their kind is more dependent on their lineage than their individual capabilities and contributions to society. Additionally, Dhampiric blood isn't suitable for vampire consumption, which puts them at an even lesser degree of usefulness to most vampire lords. Most Dhampirs hold little regard for human life, as they don't require the communion of blood as their vampiric lords and ladies do, and see their bloodline connection to vampires as holding greater purpose, particularly those who hold strong faith to the Ecclesia. This in turn creates animosity with many human social circles.

Certain Dhampiric groups believe that Dhampirisim is the eventual next step in evolution of elegant sentience, as Vampire's reliance upon humans and inability to exist within daylight is seen as lethal weaknesses unbefitting of an "ultimate life form chosen by God", and humans are weak, frail, and currently serve little purpose other than livestock for their vampires lords. However, these beliefs are not taught within the Ecclesia and are viewed as heresy in vampire society.

### **Mutant**

Mutants, commonly called "Muties" are primarily humanoid creatures that were once of human lineage, but due to the genetic decay caused by the radiation from when the bombs fell, sometimes barely resemble humans. For the most part, mutants are considered fairly low in Vampirical society, as mutants make for poor livestock for vampires and are thus considered no better than cannon fodder for collecting resources in the wilds to further preserve pureblood human life. Otherwise, mutants are often seen as tricky or vicious, and are often distrusted or even feared by most human populaces. That said, mutants have proven to make good soldiers, and are often recruited as Legion grunts despite their place in society.

Mutants that live outside of vampire society are commonly referred to as Tribals, as their individual settlements operate within their own territories. Some are friendly enough to trade with nearby cities and town, but are commonly xenophobic and distrusting of others, even mutants, that don't share similar traits to their own mutant bloodlines.

Mutants are any non-human, non-vampire/dhampir race that would otherwise appear in Pathfinder or Starfinder (with the exception of Tieflings). Even your minor variations, like the "dwarves" or "elves" are still regarded as mutants.

### **Volvers**

Volvers are vampiric mutants. Often difficult to control or keep in check, Volvers are a very temperamental subspecies. Vampirism isn't often compatible in mutants as the process requires human essence, something that is lost to genetic decay in mutants. Mutants who lack the genetic requirements are essentially immune to a vampire's bite (this is why there are no mutant thralls). For the mutants who still have the necessary human parts in their DNA, vampirism causes a very violent change to their physiology, their genetic code being rapidly rewritten by the vampiric disease. The end result is a Volver, a typically violent and misfigured beast. Most Volvers are considered completely mad, their psyche shattered by the pain the conversion caused.

The Ecclesia views their existence as a blight and will not stand for the blessings of the Goddess to be received by those who are tainted with demonic influence (rad and genetic based mutations).

### **Demon**

Demons are an aggressive, territorial race which lead to the cause of the nuclear apocalypse centuries ago. Little is known about demons, as they are nearly never capable of engaging in negotiations or diplomacy. As such, their societal functions are unknown. Even less is understood about their physiology, as demons turn to ash upon death and catching one for vivisection has never been recorded. What is known is that naturally produce radiation, and also require heavy concentrations of radiation in order to recover and reproduce. Wherever demons roam, the wilds are naturally converted to atomic wastelands in which very little is capable of living in. The longer demons remain in an area, the more irradiated and inhospitable the lands become, producing radrock and radwood which can be used to help power the technology used in the world.

### **Tiefling**

Tieflings are the incredibly rare spawn between a demon and, presumably, pureblood human. Due to their scarcity, it is commonly believed that the union between demons and other life is impossible. The very few Tieflings that do exist often have no understanding or knowledge of their origins. Tieflings are so rare (perhaps less than one in a million), that often times to the uneducated, Tieflings are often seen as very strange mutants. Those who have studied more history and occultist topics, or those who are simply more sensitive to the paranormal, are far more likely to recognize them for what they are. . Despite this, tieflings cause unease by nearly all other members of society, and must tread with caution.

### **Android**

Androids are mortals that have given up their frail, fleshy physical forms in exchange for biocybernetic exoskeletons. The creation of an android is lengthy and expensive, and often discouraged by the Ecclesia but not directly outlawed. Generally speaking, the most common androids are either rich autocrats who wished for life eternal without submitting to vampirism or members of the Order of Infinities who have risen through the ranks and achieved the honor of becoming one with the machine.

### **The Blaqkined**

The Blaqkined are a "race" of deceased mortals (both pureblood and mutant) who have been given new life via necrocybernetics. Named by the black, rotting puss that often tarnishes and oozes from their physical forms, the Blaqkined are a hostile faction who's motivations are unknown. While they resemble necrotic cyborgs or androids, they are almost never associated with nor confused with living cyborgs or true androids. They reside in artificial hives, seemingly only emerging to collect (or create) fresh corpses to add to their numbers and collect resources to forge their new members. In other words, these guys are gross and not good.

### **Monsters**

While sentient mutants are often accepted into society based on usefulness to survival, there are some abominations that are so far displaced from humanity that they are simply defined as monsters. Often mindless or lacking higher intelligence, monsters are the broad generalization of mutants that plague the wilds, making traversing between cities and settlements perilous.

### **Spirits**

Yeah, ghosts are a thing. They're great for making Geistfuel, assuming you can subdue one long enough to perform the ritual. Very few understand where spirits come from or how to harness them for energy, asides from those well trained in the rituals originally uncovered by necromancers.