Tenebrim

*void\_research\_log\_#616//Author:Exarch\_Caliestes(x-sq)//Title:Tenebrim//Category:Lifeform//Classification:Harmless\_unless\_provoked//CONFIDENTIAL*

//BEGIN\_LOG//

## Species

### Physical characteristics

-Black, amorphous, smoke-like body-Long, lanky, skinny arms and frame

-Heads akin to a stag skull (true form)

### Affiliation

The Void

Tenebrim (singular *tenebre*), also known as shades, shadows, omens (not to be confused with the *omenidae*, another type of voidfolk native to Ys'thriss) or phantoms by some superstitious folks, are sapient Void creatures native to the planet Ys'thriss.

Their kind was created by Ys'thriss, a mysterious Void lord who, unlike his brethren, the ones attempting to invade the rest of the Great Dark Beyond and spreading the Void's influence, instead chose to amuse himself by emulating life on the planet he grew himself, using his own body as material and the energy of a star to maintain his presence in the physical universe.

Tenebrim appear to be some of the most docile of the creatures that roam Ys'thriss, but are far from harmless and are more than capable of killing and maiming their attackers. They are extremely intelligent and cunning, and capable of memorising an extensive amount of information.

Tenebrim are the pinnacle of Ys'thriss' experiments with creating lifeforms, vastly superior to other voidfolk in every aspect, and as such, can be regarded of Ys'thriss' "chosen race".

## Physiology

In their true form - swirling black mist vaguely in the shape of an emaciated, tall humanoid, with a head resembling the skull of an Azerothian stags, complete with antlers - tenebrim have no real physiology to speak of. When shapeshifting into other lifeforms (see below), they adapt to that lifeform's physiology - more or less - but their off-world form (see below) is of particular interest. Their blood is pure black - a property retained by every single shapeshift form they develop - and they have no internal organs. Their insides consist of a mesh of interlocked, writhing black tentacles that enable slow self-healing by reattaching lost matter to the body. They also seem to emulate breathing in this form, as a cloud of mist - or smoke - can be seen periodically forming at their "mouth."

## Life Cycle

Tenebrim younglings are shaped from the flesh of Ys'thriss himself, and are then left to roam the planet, becoming full-fledged tenebrim within minutes. Alternatively, if Ys'thriss wishes to use them as scouts or spies, are themselves hurled through the Great Dark Beyond - much like Old Gods themselves are. In this case, they enter a nascent period, protecting them from the dangers of space.

During their nascent period, they are unable to move, think, form memories or shapeshift. They retain the emotion with which they were created in mind, although they only "carry" said emotion. Since thinking is outside of their capabilities during this time, they are unable to feel, act on, or even grasp the concept of said emotion. As soon as their body collides with something solid, they "wake", and go through the same metamorphosis as the tenebrim left on the homeworld, releasing their emotion (hence Pe'phriem's initial violent behaviour). This factor is named creational energy.

## "Specialisation"

Nascent tenebrim adapt to the environment as soon as they reach a solid surface off-world. They have the potential to develop mental powers, combat abilities, healing abilities, or a combination of these, mastering one or all of them given enough time. Alternatively, they may become a jack-of-all-trades, or specialize in none of the above, depending on the necessities of their surroundings. Their "specialization" is also heavily influenced by their creational energy, but every tenebre—and especially half-tenebre hybrids—is "born" with the potential to develop each and every learned ability.

### Creational energy

Creational energy refers to the intent and emotion with which any given tenebre has been created by Ys'thriss or the intent of any Ys'thriss spawn performing a voidforging ritual (see below).

Half-tenebre hybrids are outliers, as they do not have a creational energy; instead, they inherit that of the tenebre parent.

Creational energy is soon converted into inner energy, which does not dictate any further decisions the tenebre makes, nor their personality or mannerisms. However, it does influence part of their appearance.

Analysing eye colour is a great way to determine a tenebre's (or half-tenebre hybrid's) inner energy, as even in shapeshift forms, their eye colour remains the same.

## Abilities

### Innate abilities

#### Shapeshifting

Tenebrim are capable of shapeshifting into a member of any race they have come into contact with during their lifecycle, simulating both their appearance and voice. They learn about their customs and habits, inheriting their physical limitations. For example, a tenebre in the shape of a cat won't be capable of speech and will become susceptible to mortal limitations such as cold, pain, hunger, fatigue, injury, and even death. Some shapeshift forms, mostly those modeled after intelligent lifeforms, may retain learned abilities through training (see below). It's essential to note that tenebrim do not mimic specific specimens of any lifeform but rather analyse the properties of said lifeform to create their "avatars" algorithmically based on that.

##### Off-World Form

Tenebrim, due to their otherworldly physiology, are unable to interact with their surroundings if they are made out of non-Ys'thriss materials, simply collapsing into a puddle or cloud of black smoke. To counter this, if they haven't yet encountered any lifeforms they could base a shapeshift form on, or simply choose not to take the form of any other lifeform, yet wish to interact with their environment, they can harden and compress their bodies. Thusly, they retain their true form, but become solid, opaque, and tangible—susceptible to physical harm. The main reason for shapeshifting into this form is usually gathering information from the surrounding world. Tenebrim gain a sense of smell, hearing, sight, touch, and even taste in this form. Their claw-like hands are clearly visible in this form. Tenebrim shifting into this form—or their true form, for that matter—off-world have a tendency to temporarily shift the beholder's perception of the tenebre's surroundings into a vision of Ys'thriss. The vision is almost always of phase 4 (see pictures of tenebrim below), although sometimes it has an eerie bluish-green hue. The reason for this is unknown.

###### Dispersion

Tenebrim may turn into their true form to avoid physical harm. While intangible—and thus, invulnerable—in this form, they are also unable to interact with their surroundings. Dispersion is a learned ability, but it is the only one whose chance of discovery is unaffected by creational energy; all tenebrim learn how to do it eventually.

##### Inanimate Objects

In some very rare cases, tenebrim, or more commonly, half-tenebre hybrids, are capable of shapeshifting into inanimate objects. Although able to mimic the taste, smell, shape, material, touch, texture, and weight of any given inanimate object perfectly, these shapeshift forms have a few extraordinary abilities that differentiate them from ordinary objects. For instance, they can telepathically communicate with any intelligent lifeform holding the object. Another noteworthy feature of this sort of transformation is that should the tenebre (or hybrid) choose to transform back, the object they transformed into is left behind with the same properties it had the moment it was created (albeit reduced to nothing but a husk, an everyday object). In exchange, a fraction of the tenebre's (or hybrid's) power is left the first time they leave any given object. The tenebre can then "re-enter" said object any time they choose to. One example of this is Alectrodormi's sword form, Daybreak Shadow.

###### ADDENDUM\_01: Ys'thrite

Ys'thrite is the name given to the organic-feeling metallic substance weapons created by tenebric shapeshifting. Ys'thrite is a fairly rare material, as its very creation, in most cases, requires a tenebre (or hybrid) sacrificing part of their power, as described above. We distinguish two kinds of ys'thrite; possessed and residual ys'thrite. Residual ys'thrite is what is left after a tenebre (or hybrid) leaves their inanimate shapeshift form. It is a durable but completely non-malleable metal that is strangely organic-feeling and permanently warm to the touch. It will always stay in the shape it was created in, but in the case of bladed weapons, it is prone to dulling. Possessed ys'thrite—ys'thrite that is actively housing a tenebre or hybrid—on the other hand, not only has a self-sharpening property but gives every strike tangible extra weight, as if the tenebre (or hybrid) within the weapon is helping the wielder deal the blow. Ys'thrite is also the material Communion-Stones are made out of, although, unlike shapeshift forms, the creation of those does not take a toll on the tenebre's (or hybrid's) power level.

###### Tenebric Possession

In extremely rare cases, tenebrim, or more commonly, half-tenebre hybrids bind their essence and conscious to inanimate objects upon perishing permanently (while in a mortal form) . The only documented example of this is timeline 5151616's Alectrodormi. The method through which tenebric possession occurs is as of yet unknown, although it is theorised that a wish to persist through death is involved. Tenebrically possessed weapons are far weaker than genuine ys'thrite, with their durability unchanged from that of the original material, but the "extra heft" and the self-repairing property are present.

#### Void Tendrils

Tenebrim may entangle their enemies in void tendrils they can summon at will to incapacitate them if need be.

#### Telepathy

Tenebrim communicate telepathically with one another but are capable of emulating audible speech and the sound of whatever lifeform they shapeshift into as well.

#### Proximity-Based Hivemind

Tenebrim, being fragments of the Old God Ys'thriss, possess a sort of hivemind they can tap into if they are close enough to one another. For example, Erhand and Pe'phriem shared their consciousness while—and only while—they were both on Azeroth. Only pureblooded tenebrim are part of the hivemind; half-tenebre hybrids are unable to tap into it.

##### Ys'thriss Link

Pureblooded tenebrim also have a one-directional and unbroken connection to Ys'thriss himself; everything a tenebre knows and experiences is immediately transmitted to Ys'thriss. However, the Old God's own experiences are not shared with off-world tenebrim, save for Envoys (see below).

### Learned Abilities

Whether necessitated by their surroundings or learned due to curiosity, self-improvement, or even boredom, tenebrim are prone to developing peculiar abilities throughout their lifecycle. The time needed to learn a new ability gradually lessens as the time elapsed since waking increases.

#### Mental Powers

Tenebrim who are not in immediate danger and are "born" with a more peaceful creational energy may develop mental powers when they find themselves in situations requiring psychological warfare.

##### Mind Control

Tenebrim, should they deem it necessary for their goals, may develop mind control abilities, manipulating others to do their bidding.

*Known user(s): Erhand, Alectrodormi, Hekadormi, Eseridormi*

##### Memory Alteration

Tenebrim who find themselves in a situation where they need to play mind games with someone to further their goals may develop the ability to alter or erase memories or even create brand new ones from scratch.

*Known user(s): Erhand, Alectrodormi, Eseridormi*

##### Illusion

Regarded as a combat ability by some, Tenebrim may develop the ability to trick their enemy by inducing illusions. This could include projecting images of themselves to trick one into thinking they landed a hit, only to then counterattack from behind. In extreme cases, they can simulate entire scenarios within one's mind.

*Known user(s): Erhand, Hekadormi, Eseridormi*

#### Combat Abilities

Tenebrim who are either in extreme danger at the moment of their waking or have a destructive creational energy usually develop several combat abilities on the spot. Those in more fortunate circumstances may learn any of them later, be it due to necessity or on their own volition.

##### Pyrokinesis

The most common type of attack used by tenebrim, manifesting in a fireball emitted from the palm. The color of said fireball may vary, the most common being crimson red, deep purple, pure white, and pitch black, based partly (completely in the case of voidforged individuals) on the inner energy and mostly on the decision and intent of the tenebre using it.

*Known user(s): Erhand, Pe'phriem, Alectrodormi, Eseridormi*

##### Cryokinesis

A less common but much more elegant type of offensive magic, cryokinesis is the ability to drastically decrease the temperature wherever the tenebre in question pleases. They can freeze latent water particles in the air and use the resulting ice and rime for offensive purposes, freezing enemies in place, freezing mouths shut, or even shaping the ice into weapons that can be used in combat.

*Known user(s): Ny'thara, Alectrodormi, Hekadormi*

##### Atmokinesis

An extremely rare form of offensive magic never even documented in pureblooded tenebrim, atmokinesis is the ability to create thunder, lightning, and rainstorms for offensive (and healing) purposes.

*Known user(s): Alectrodormi*

##### Telekinesis

The ability to move objects with one's will alone, without touching them. While seemingly less destructive, if used properly, it can lead to devastating results.

*Known user(s): Erhand, Alectrodormi, Eseridormi*

##### Short-Rrange Teleportation

Also called "blinking" for short, this ability is the one most tenebrim learn fairly early on.

*Known user(s): Erhand, Pe'phriem, Alectrodormi, Hekadormi, Eseridormi*

#### Long-Range Teleportation

Using the powers of Ys'thriss, tenebrim may choose to observe the planet at large, envisioning it as a black void, with sentient lifeforms appearing as tiny, almost invisible white dots. They can then open a rift through space, which can then be used as a portal to transport themselves or even allies to a predestined location. An important thing to note about this ability is that it can only be targeted at locations with a high population density, as the ability is "blind" to any place less populated than a capital city. It also requires quite a lot of energy.

*Known user(s): Erhand, Pe'phriem, Alectrodormi, Hekadormi, Eseridormi*

#### Healing abilities

Also called "voidmending", this ability taps into the nurturing side of Ys'thriss' powers. This is the only currently known way to heal void creatures that would otherwise be hurt by Light-based healing, however it is also effective on non-Lightforged entities as well.

*Known user(s): Erhand, Alectrodormi, Eseridormi*

#### Necromancy

An extremely rare ability, only documented once, necromancy is the power to forcefully return one's soul to their body after their death.

*Known users(s): Erhand*

## Role in Ys'thriss society

### Caretakers

Homeworld tenebrim are referred to as Caretakers.They play a crucial role in safeguarding the planet against outside attacks and upholding the delicate balance of nature. Caretakers are distinguished by their larger and bulkier physique compared to other tenebrim types. All Caretakers share the creational energy of Preparation.

### Scouts

Scouts are a specialized group of tenebrim sent off-world to explore and gather information about other planets, serving the purpose of aiding Ys'thriss in simulating new environments or learning about potential threats. They possess a sleeker and lankier appearance compared to their homeworld counterparts.

*Known Scouts: X'zarakh, Jhe'ziran, Erhand, Pe'phriem*

### Envoys

Envoys are tenebre guides assigned to individuals visiting Ys'thriss whom the Old God deems harmless. Some Envoys may even accompany visitors off-world if they earn Ys'thriss' trust. Envoys stand out as the only kind of tenebre with a two-directional mind link to Ys'thriss. This unique connection allows them to relay relevant information to the visitors if requested.

*Known Envoys: Ny'thara*

## ADDENDUM\_02: Cross-breeding

Tenebrim demonstrate the capability to cross-breed with almost any intelligent lifeform, resulting in the creation of half-tenebre hybrids. These hybrids exhibit a heightened tendency to develop special abilities and excel in all three "specialisations," as seen in Erhand and his children.

### Half-Breeds

Erhand's half-dragon offspring, in particular, are noteworthy. They typically refrain from utilizing their dragon forms, opting to remain in their mortal "visage form" for the majority of the time. However, they may employ their dragon forms for transporting allies or as a last-resort measure against overwhelming odds. These hybrids display remarkable learning potential, mastering their powers within a few years of practice. They become adept at using their abilities in all shapeshift forms. It's crucial to note the potential dangers of the mix between bronze dragons and tenebrim, as evidenced by the case of timeline 5151616's Hekadormi, who went rogue and posed a threat to the world. Additionally, the true forms of these hybrids differ slightly from those of pureblooded tenebrim, exhibiting signs of sexual dimorphism, a feature unprecedented in pureblooded specimens.

## ADDENDUM\_03: Voidforging

Voidforging, a technique developed by Eseridormi, shares similarities with lightforging. It involves imbuing a non-Ys'thriss lifeform with the power of Ys'thriss. This process typically results in the subject gaining abilities associated with Ys'thriss, with the "specialisation" depending on the intentions of the one performing the ritual (i.e. the voidforged-to-be's creational energy). Additionally, voidforging is characterized by the emergence of the trademark "Ys'thriss eyes" and, in some instances, a fiery or shadowy aura. Hair color is also frequently subject to change during the voidforging process.

## ADDENDUM\_04: Counters

Tenebrim, if deemed a threat, *can* be killed, given the mortality inherent in their shapeshift forms. One effective but challenging method involves tricking a tenebre into shapeshifting into a seemingly harmless form, such as a bug, and then swiftly eliminating it. However, most tenebrim are exceptionally cunning, making this approach difficult to execute successfully.

A more forceful yet brutal tactic involves trapping them in a field or chains of Light. This inflicts immense pain on them and nullifies their abilities, including shapeshifting. Consequently, they are forced into their offworld form, becoming vulnerable and easier to eliminate. However, this method is not without risks either, as experienced tenebrim possess remarkable reflexes. They may evade attempts to trap them by disintegrating into their true form and launch a devastating counterattack.

## Aetheroscope images of tenebrim

Image of a Caretaker.Image of a Scout.A Scout spotted off-world.A Caretaker. Note the elongated claws.A Caretaker. More heavily built than the ones designed for off-world exploration.
//END\_LOG//