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They are created using a fragment of a Deva's essence using very simple programming – generally, "Look for X specific thing." Sprites have no way to attack or defend on their own.
The sprites in Kalliste are programmed to locate potential threats and call down the nearest creature to attack. If a Sprite is killed, it reports what it's seen directly to Isis.
An Ashura or Deva can Unweave a Sprite, essentially stripping it of its programming. This is a dangerous task, a bit like disarming a bomb – doing it wrong can cause a Sprite to execute its return program anyway. An Angelii can see the 'programming' that makes up a Sprite better than an Ashura, though Ashura are the only ones who can Unweavee one. Unweaving takes time, but fortunately a Sprite must physically find the nearest monster, so restraining it may work, though Isis has programmed hers to self-destruct if held still for too long.
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The most common type of enemy in Kalliste, clockwork horrors are the remains of beings who opposed Isis.
They exist mostly as creatures fused with various types of glass clockwork, as the title implies. They can be any shape and any size, and can look like anything of any race – the only commonality is the clockwork mechanisms implanted into them.
For added terror – many of the horrors were made from the remains of Deva, Ashura, and Angelii. Due to the fact that there are billions of alternate universes, some of these creatures might look like characters from Wake, or people they know.
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When Solaris was still allied with Isis, she asked him for help – specifically, she needed an army. Solaris thus created the Huuzaahn-fehrou by reaching into a Possibility and generating a possible universe where his people were aware of the existence of Deva. Realities created in this way are transitory and unstable, and often subject to collapse; furthermore, while the beings inhabiting them are aware of the true nature of reality, they can never awaken. Solaris justified his act, believing it necessary as he worried after Ameras' disappearance that he would somehow launch a counterattack despite his amnesiac and bound state. However, Isis proceeded to strip the Huuzaahn-fehrou of their individuality, turning them into little more than extremely advanced drones, which prompted Solaris' initial rebellion – an act that resulted in the detstruction of what little was left of the Awakened population of Helix.
Huuzaahn-fehrou, despite being essentially souless, are talented warriors, capable of working together much like a wolf pack. They are generally armed with spears, boomerangs, double-headed axes, and longbows, with the occasional canon and, sometimes, a sun-canon (essentially an energy weapon that requires natural sunlight). Treat them as intelligent videogame NPCs.
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Razorgales are swarms of sentient shards of glass, razor sharp, vicious, and relentless. They attack by swarming over a person and slicing the to death. Though the glass can't do much more to steel than scratch it, they WILL get into the intakes and more delicate systems of any robots.
Huuzaahn-fehrou and Clockwork Horrors use something called Shard Weapons; the entire bodies of Razorgales count of these. Shard Weapons utilize pure Light to fix one Possibility into place – the idea of a wound, thus keeping people from healing someone with a shard embedded in their flesh. The weapons are designed to break off in a wound, causing this effect. If a Shard is left in place, the afflicted will slowly transform into a Clockwork Horror over a period of a day, losing their mind and becoming subservient to Isis. It was one of these that Ameras was damaged by when he came back.
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A wasteland stalker (or Khyr-garuke, as the natives call them) is a terrible behemoth generally found in areas destroyed by some horrible disaster. As the name implies, they favor wastelands, though some have said that they lair in the shells of ruined cities. Some say that they are given rise by the maddened and terrified spirits of those killed in disasters; others that they are disaster made flesh, the very incarnations of the forces of destruction.
Stalkers are strange beasts, being huge in size (the largest known specimen is thought to have been fifty feet long, as judged by the distance between its tracks) yet silent of step. Indeed, most victims are slain before they even become aware of a stalker’s presence. Their bodies seem cumbersome and bulbous, seeming to consist of two irregularly shaped spheres; despite this they are almost graceful in their movements. Most have four serpentine limbs, covered in interlocking plates of some unknown substance, ending in four long claws arranged in a cross-shape. When the creature’s limbs are lifted, the claws lock together in a spear-shape.
Its head is eerily similar to a human’s in shape, though it lacks eyes, nose, or ears. Its mouth and jaw-structure, however, are nearly identical to a human’s, as are its large, square, pearly-white teeth.
A Khyr-garuke’s hide is peculiar indeed, being resistant to high-velocity projectile weapons yet vulnerable to bladed weapons. This makes them extremely difficult to kill, requiring careful planning – one must first find the beast, somehow evade its armored (and nigh impervious) limbs, then strike its main body with a weapon (most favor halberds, as spears seem to bounce off as well). Even this is unlikely to kill the beast. They do not seem to have blood, but instead, a poisonous black bile, which releases noxious fumes upon contact with the air.
Most victims of the wasteland stalker are “treasure hunters, those who enter the great wastes, seeking out the broken skyscrapers of cities long dead and dust. Said hunters are generally well-armed and forewarned, and all have come up with their own ways of dealing with the beasts. The preferred strategy seems to be “Run quickly and pray that another isn’t nearby.”
One interviewee states that he went to the lost city of Tara’varu in search of salvage. The other members of his expedition seemed to split off every so often. He simply assumed that the others had split up temporarily to cover more ground and perhaps have better luck in finding salvageable items; he only realized the truth when he found his last companion impaled on one claw of a relatively small Khyr-garuke. He did not know why he had survived; it seems that the stalker in question disappeared after that.
Much of the stalker’s ecology remains unknown. Their diet is not apparent, as their wasteland habitats are usually barren. Victims of stalkers are never consumed (hence why it is easy to tell when someone has been killed by a wasteland stalker).
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Face-dancers are faceless beings that read the minds of beings they encounter, shapechanging into a friend, a comerade, or a loved one, and using the information they read to act exactly as someone expects said person to act.
Once that person is at ease, the Facedancer will try to embrace them, pulling them into a vice-like grip and pinning them so they cannot move.
Otherwise, Facedancers are fairly harmless, as they cannot kill on their own. Unfortunately, they are always accompanied by Mindthieves.
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Mindthief - A mindtheif is a flying, insect-like creature that latches onto the head of a victim and drills inside. It then proceeds to devour memories, usually, but not always, the first memory it comes across. As they are generally accompanied by Facedancers, said memory is often a memory of a friend or loved one. Usually a mindthief will leave after devouring one memory, but a large or starved mindtheif will often stay until there are few or no memories left to devour. Killing the mindthief quickly means that in most cases, only one memory will be lost.
Memories cannot be Bent back by conventional means; the Heart of Nautilus does generally have a (fractured and sometimes incomplete or skewed) record of memories of Nautitlus' inhabitants, but actually USING these is another story.
Mindvirus (see picture with the face-dancer) – Mindviruses are a rare mutation of mindthief created by Isis. A mindvirus looks like nothing so much as a giant virus, and it, like the mindthief, will drill into the skull of a victim and devour a memory. Unlike a mindthief, a mindvirus will then inject a thought-virus which proceeds to overwrite the victim's memories like a computer virus. As might be expected, this virus brainwashes and renders the victim loyal to Isis. The incubation period is about an hour, and it takes three hours for the virus to completely take hold. While the virus is working, the victim will experience agonizing headaches, chills, tremors, and severe and rapid memory loss. Deva, or Ashura and Angelii working together, can cure the virus, but the memory-loss remains permanent.
[ image ] (originally taken from China Mieville's Perdido Street Station)
Slake moths are voracious predators that feed on conscious thought. Their wings shed a dust that causes severe nightmares and unease in anyone that breathes said dust – the air of Kalliste is currently saturated in this stuff. Slake moths have hypnotic patterns on their wings that cause paralysis in anyone who sees them – viewing the patterns in a mirror negates this effect, but using two mirrors (like a periscope) will not. Any eye contact – even out of the corner of one's eye – causes this paralysis.
A slake moth will latch onto the face of a paralyzed victim and slide its tongue into the victim's mouth, punching up through the nasal cavity into the brain, where it proceeds to devour the victim's consciousness – that is, its ability to function as a sentient life form. The heart and soul remain intact, but all memories are taken too. The victim is left a mindless vegetable. IN THE ORIGINIAL CANON, THIS IS INCURABLE. There MIGHT be a way to recover, but this should be VERY, VERY DIFFICULT. Honestly, I'd say that a character nabbed by one of these is basically permadead.
[ image ] (originally taken from Grant Morrison's run on Doom Patrol)
Scissormen are faceless, featureless beings with giant scissors for hands that speak in word salad nonsense gibberish. They are intelligent and they work in groups.
These are, without a doubt, the most dangerous creatures in Kalliste, as their blades are able to completely unmake people. Scissormen literally cut people out of reality, aiming their blades at the edges of a person – not aiming to actually cut the person or strike them, but at the air outside of them. In this way they are extremely deceptive fighters.
If they succeed at cutting all the way around a person, that person simply falls out of existence, utterly ceasing to exist and leaving a blank white nothing where they were. They are VERY FAST and superhumanly strong.