Lost

*Lost are humans that have been altered in some fundamental and irreversible way that makes them more like a spirit. They are usually altered both mentally and physically and this is usually done on purpose to gain power, but sometimes one can become Lost by accident.*

### **Cult-Gods**

* Near-immortal humans, once dead or alive, who have gained power from worship to them. Gain power through the souls, or pacts of others.
* Stronger, quicker, more magical power than the average magician. Often immortal. Sometimes bind their life force to their worshipers as means of added protection.

Generally, the only pact you will make with a cult god is the signing into their cult and the power that might grant you.

OFFERING - Offerings depend entirely on the God, but most want power from you in some form or another.

### **Pure at Heart**

* Pure at Heart humans are people whose souls have been cleansed and purified by a trio of seraphs.
* They are immune to the effects of karma, and can call upon divine magic (Which are to be submitted for after the purification). As a result of their cleansing, they are prevented from associating with any other Spirits or forming artefice or familiars. Any negative actions will bring on irreversible damage to the body, soul, and/or mind depending on what was done.

Bound to their word like all spirits, but nothing remarkable beyond that. Very reliable to make agreements with.

### **Bogeymen**

* Bogeymen are people who were transformed into half humans from over use of fear mongering that live only off of other people's fear. Most Bogeymen have human-like forms that enable them to blend into society with some ease, although to what extent may vary depending on what they have changed into. Some are adapted to air, some are adapted to sea, and some are adapted to abstract travel and realms, like mirrors. While they are scaring people they take a truly terrifying form which differs from bogeyman to bogeyman.
* They are more spirit then man at this point which means that most conventional weapons will not work on them. They are exempt from karma.
* Bogeymen cannot make pacts with spirits or humans, but do have quite powerful abilities linked to scaring/hunting down humans. They can create implements and claim demenses, but they cannot have a familiar.
* Bogeymen cannot survive without scaring people, about one true pants shitting horror on a person every two weeks.

A boogeyman can offer raw strength and durability. If you are ever in need of a footsoldier, these would be an excellent choice. Be careful, though, as some of them might not be able to resist their lower urges and choose you as prey when possible.

OFFERING - There is nothing that a boogeyman craves more than the opportunity to scare people. Offer him a good one and he’ll be yours.

### **Giants**

* Giants are what happens when a Boogeyman manages to live and scare for centuries. They have become bloated, hulking titans of terror capable of terrorizing whole towns and needing exactly that for their sustained existence. Luckily, they can live without new food for years before striking again, but when they do it is almost impossible to stop them.
* Magicians have largely begun to cover such disasters instead of trying to prevent them.

FOR THE LOVE OF GOD, STAY AWAY FROM THESE!

### **Aberrant**

* Humans that have had their souls removed, either accidentally or forcefully, but have not perished. Bodies are disfigured and features are twisted. Mindless beasts.
* A lack of any sentience makes pacts with an aberrant virtually impossible. Any aberrant working alongside a magician is likely doing so forcibly. It is illegal to create aberrants in Wisteria and most other magic cities.

These beings are similar to boogeymen in their capabilities, but due to their mindless nature they will be harder to capture and easier to deal with one properly bound.

OFFERING - There is nothing they crave but violence. You will have to bind them by force.