Aberrant

An **Aberrant** is a person that is able to use *magic*. Typically, powers manifest in a singular ability, and are classified by 12 types based on their powers.

## Overview

Most Aberrants develop their ability at a young age, most often around 10 years old. However, powers can be stunted or blocked altogether depending on the mental state of the Aberrant, as emotional abuse has been seen to both nullify and amplify the user's powers. It is most likely that the strength of the abilities are tied to the emotional state as well.

## Manifestation

Becoming an Aberrant is something children are born with, and it is effectively random when someone is given powers. However, having at least one Aberrant parent will increase the likelihood that their child has powers, with two Aberrant parents always giving birth to an Aberrant child.

### Rie I

Rie I are the second least common, behind only Rie IV. They can

### Rie IV

Once every 20 years, three children born on the same day are born with Rie IV powers. Every Rie IV Aberrant has been born near the Shimmering Mountains, which houses the city of Marnau, explaining the unusually high rate of Rie IV Aberrants being born in the city. It is unclear what effect the Shimmering Mountains has on birth rates.

## Powers

### Rie I

#### Deceau

Deceaus make up the *Order of Amplification*, with abilities that amplify the abilities of other Aberrants. The Deceau needs to be in physical contact for the amplification to have effect, though a Deceau amplifying a Deceau creates a field of amplification for other Aberrants, though does not amplify the power of the first Deceau.

#### Pejan

Pejans make up the *Order of Materialization*, with abilities that create objects that mimic the size, shape, and weight of the object imagined. The object disappears when the Pejan is not conscious or is far enough away for their powers to take effect.

#### Lauder

Lauders make up the *Order of Motivation*, with abilities that allow them to control others with commands. It can be spotted when moods are suddenly changed, and is often described as the words "washing over" someone. They can only manipulate wants and actions to a certain degree, and certain strong wants cannot be changed. Most Lauders are killed in childbirth, as many fear their abilities.

### Rie II

#### Virten

Virten make up the *Order of Illusion*, with abilities that create realistic apparitions. The more trained the Virten, the more accurate and large their illusions can be, though the illusions never manifest physically.

#### Forrer

Forrers make up the *Order of Strength*, with enhanced strength. Forrers can change the strength of their body, weakening or strengthening themselves at will. Without training, Forrers can potentially strengthen themselves past what other parts of their body can handle, and can severely injure or kill themselves when not careful.

#### Jessier

Jessiers make up the *Order of Observance*, with enhanced senses. They can change the strength of their senses, weakening or strengthening them at will.

### Rie III

#### Doccen

Doccen make up the *Order of Obstruction*, with abilities that block other Aberrental abilities. The Doccen needs to be in contact with the Aberrant in order for the obstruction to take place, and, much like Deceau abilities, can be amplified to affect a range around them. When this happens, the obstruction does not effect the amplifier.

#### Khaner

Khaners make up the *Order of Reformation*, with abilities that allow the user to warp materials into different shapes. The amount that can be changed at a time is dependent upon the users' training, though the amount is often very small. It is known that there are materials that can resist reformation, the most prominent being Festryx, which is often used in weapons for that reason.

#### Frell

Frells make up the *Order of Calefaction*, with abilities that allows the user to change the temperature of an object or person. The change in temperature is directly correlated with a change in the user's body temperature, so if an object is heated, the user's body will cool by the same amount.

### Rie IV

*\*one member of each Rie IV order is born every 20 years*

#### Coerver

Coervers make up the *Order of Healing*, with abilities that allows the user to heal the wounds of themselves and others. This is done my reverting the body back to a previous state, with the more recent injuries being easier to heal.

#### Eledor

Eledors make up the *Order of Agility*, with abilities that allow the user to teleport. The teleportation works by the user "pulling" themselves towards their intended location. The transportation is instant, but it takes the user longer to "pull" themselves to the location depending on the distance.

#### Riesmer

Riesmers make up the *Order of Will*, being able to wield all abilities from Ries I through III. They can amplify and block their own powers.

## Relations

### Current Nations

#### Athala

While it is not illegal to be an Aberrant in Athala, prejudice and fear runs high, and many with powers are killed by citizens, with many law enforcers (nicknamed *Veils*) refusing to prosecute those who kill Aberrants.

A lot of work was done by Léon Carthania, but it was only after Sylvie Rousseau and Mirielle Rayer took the throne that the fears slowly dissipated.

#### Hildia

Hildia is very open to and accepting of Aberrants, being the preferred destination of Aberrants from Athala and Kilmere.

#### Kilmere

Being an Aberrant is illegal in Kilmere, and those suspected of harboring powers or people with powers are hunted by law enforcement. Aberrental magic is seen as dishonorable in their war-like culture.

#### Kyathmela

Aberrants in Kyathmela are worshipped, and the royal lines before the Kingdom of Rathor were exlcusively Aberrants.

#### Raesha

Aberrant children in Raesha are experimented upon in an effort to increase the power of adult Aberrants.

#### Cythe

Aberrants in Cythe are used and trained as weapons, and were primarily used against the Kingdom of Rathor and Elvara in their independence movements.

#### Telendor

Aberrants in Telendor are usually sold into slavery.

#### Elvara

Aberrants in Elvara are used and trained as weapons, and were primarily used against the Kingdom of Rathor in their independence movement.

#### Murakar

It is unclear where Murakar lies in relation to Aberrants.

#### Sansia

It is unclear where Sansia lies in relation to Aberrants.

#### Nar

It is unclear where Nar lies in relation to Aberrants.

## References

1. ↑ AtWC Chapter 14: Deceau
2. ↑ AtWC Chapter 18: Apologies
3. ↑ 3.0 3.1 AtWC Chapter 3: Consequences
4. ↑ AtWC Chapter 15: Old Friends
5. ↑ AtWC Chapter 18: Apologies
6. ↑ AtWC Chapter 9: From the Right Point of View
7. ↑ AtWC Prologue: Silence