The Iniss Type of Monster: Valterric
Frequency: Rare
Threat Level: High
Major Features: Swirling shadows, humanoid, jagged stone protrusions
Abilities: Earth, air, and water reimancy, shadow creation, projectiles wreathed and carried by shadows, camouflage
Most Common In: Anywhere, city suburbs/boundaries
OverviewThe Iniss is a miserable creature born from the ultimate violence of the Valterrian. Once, the Iniss was a human mage. Although humanoid in shape, it has long since lost its humanity and exists in a state of perpetual fear, hate, and envy over everything sentient, living beings represent. The Iniss is a lone monster that has a considerable power when it comes to manipulation of shadows and malevolent earth reimancy in particular, and is a fused hybrid of human and gordios. It has an extraordinarily long life, although it is not completely immune to death.
AppearanceThe Iniss is human in its overall shape. Roughly five and a half foot tall, it is slim and slightly stooped, and completely hairless. Its skin is almost soil-toned, blotchy and hard to the touch. It is shot through with streaks of darkness that run just under the surface and are in constant, swirling movement. Its head is rounded and wizened, with no discernible features except perhaps the gaping, ragged maw of its mouth, bristling with broken, sharp stones and seeping teeth. The mouth is far larger than it should be and there are scars at the edges of the lips which indicate that it has been torn wider over time.
The Iniss is covered in scars and wounds that have healed or been patched up, but its legs are the worst affected, and it walks with bare feet whose toes have been completely severed. This gives it the effect of walking on stubs. Across its body are small to medium protrusions of stone and a glass-like substance that is grey and razor-sharp. If one was able to cut open the Iniss, one would find a mess of twisted root-like stones and wet earth, surrounding a swirling anti-light, pitch-black core interlinked with its ruby red heart. Its arms are long and strong, covered with sheaths of crumbling earth and flaking stone, and its arms and hands trail swelling shadows and pus-like Res. At first glance, the Iniss appears horrific and relatively weak, but its skill lies beneath the surface and it is stronger than it looks.
HistoryOnce, before the Valterrian, the Iniss was known by a very different name: Amera. She was an expert earth Reimancer and Familiary mage, with several other magical skills under her belt, in particular Shielding and Glyphing. Amera was bonded with a Gordios named Eses. The two worked incredibly well together, as their natures were similar. Both relished secrets, and both closely guarded their own and each other. Amera was famously shrewd, known for being blunt and to the point, if she spoke at all. Nevertheless, she was well-regarded in the Alahean Empire, for she had a skill that many sought but only a few could afford. Amera took secrets and buried them underground in secure vaults that only she and Eses knew how to access. Some say she hid terrors that should never have been created; others that she had records of secret affairs that could destroy a dynasty, should they get out. However, they never did, due to Amera’s skills and Eses’ ability to identify excellent hiding places.
When the Valterrian hit, Amera and Eses succumbed to the powers and forces raging and clawing across the surface of Mizahar, but they did not die. Instead, by freak accident, their Chavi became entwined and their Djed melded with each other to form a new being, one that would eventually become known as the Iniss.
In the time directly after the cataclysm, Amera wandered amongst the charred and deformed landscape, full of such overwhelming fear over her new, malformed existence that it grew into madness. Where once there was one consciousness, now there was two in the same body, occupying the same space. Amera was no longer human, and no longer truly Amera. When humanity first started to re-emerge after the Valterrian, the twisted creature that was Amera and Eses combined could only look on with a deep-seated envy and vicious self-hatred. Whenever she was seen she was attacked and repelled, and eventually picked up
the Iniss as a name and title, which originated from tales told in the darkness amongst travellers.
Fear and envy turned to a bitter hatred of anything living. She travelled across Mizahar, both attracted to and repelled by the cities that were gradually beginning to form again. Ever seeking to become accepted once again, Amera targeted a newly forming Sunberth in the hopes of showing that she could live amongst them. Instead, she was seen as the monster she had become, and was almost killed in the ensuing fight. It was this event which finally convinced her that she could
never trust humanity again and instilled within her a sense of hatred and viciousness that she retains to this day. She fled, and has been wandering Mizahar ever since, knowing she cannot ever return to her old life, yet nevertheless seeking that which can never be and refusing to move on.
AbilitiesThe Iniss is defined by its fused nature with the Gordios, and as such one of its main abilities and defining features are the shadows. These dwell within the Iniss’ body, and can project outwards so long as it is not in direct sunlight. The shadows cannot inherently harm, but the Iniss often combines them with reimancy, which can. This often comes in the form of spiked projectiles, such as stone stakes. These are sheathed in shadow, thus making them difficult to detect, and are then released on the hapless victim.
However, this is not the only ability that the Iniss possesses. Another feature is its ability to hide in plain sight, through clever camouflage skills gained from the Gordios. It has become adept at hiding in plain sight over the years, and can even infiltrate to the outskirts of cities as long as it is careful.
It is capable of thought, although as it is mainly mad it doesn’t do that often. Such thoughts are two consciences vying with each other in a self-defeating spiral into further madness. It is impossible to reason with the creature, and doing so will usually result in death or injury at least.
DietThe Iniss eats roots, leaves, berries, and occasionally scavenges for fresh corpses of animals and people if available. It usually prefers carrion meat over having to hunt. A meal, even tiny, can sustain it for much longer than most sentient species, a peculiar quirk of the transformation of the Valterrian.
Reproduction and Social structureThe Iniss is long past being able to reproduce. It has no social structure, as it is a solitary creature that cannot be accepted into ordinary society.
BehaviorMost of the time, the Iniss is either wandering through the wilderness, finding meagre sustenance, or otherwise it is nearby to cities, greedily and warily gazing within. It does not speak, although it has been known to emit certain sounds that could be speech, but more often fall into the realms of screeches or piercing, garbled howls. It is a completely unknown fact that the Iniss tends to favour the places where Amera once secreted the underground vaults, although whether those creations still exist any more is unlikely. Nevertheless, the Iniss is mostly random in its actions and activities, often-times secretive, other times aggressive and agitated. If discovered or provoked in any way, it is likely to attack. The Iniss sometimes makes nests, which are miserable holes dug into the earth and covered over with a rudimentary roof of stone crafted from Reimancy. These are especially prevalent during the colder seasons, and they are usually full of rotting flesh from creatures long departed from life, their decaying corpses providing enough warmth and food to survive particularly bad spells.
CaptivityThe Iniss can only be driven away, or killed. It will not tolerate capture or study.