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Quests Of Change
Quests Of Change

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Husks: Part One (Alpha 0.3)

Multifarious and appearing in a wide range of forms within the Realm of Mortals, Husks are among the most common forms of constructs that adventurers can encounter in their travels.

Though they can vary significantly in appearance based on their subtype, all Husks are artificial humanoids characterized by their ability to be directly controlled by another creature in an act known as "driving." On the nape of each Husk's neck lies an arcane sigil known as a Driving Rune. As long as another creature isn't locked, by pressing one's hand to this rune for six consecutive seconds, a creature can assume direct control over the Husk while its real body remains in an unconscious state. While driving a Husk, a creature is able to maintain full control of its body, while the Husk's original consciousness (if it had one) lies dormant.

The Driving Rune of a given Husk can only be locked or unlocked by the Husk's creator or through the use of magics that can allow runes to be manipulated.

If a creature driving a Husk touches that Husk's own Driving Rune, they can immediately return their consciousness to their own body. However, one of the most perilous elements of the use of a Husk is that a Driving Rune can potentially be locked whilst a creature is actively within it, potentially preventing them from exiting the Husk. Locking a Husk's Driving Rune has advantages and dangers, as if a Rune is Left unlocked, if another creature attempts to Drive the same Husk, the current Driver's consciousness will be ejected from the Husk. This means that if an individual wishes to retain prolonged control over a husk, such as a soldier making use of a Martial Husk, they may be incentivized to lock their Rune as to remove a glaring weak point.

When Driving a Husk whose Driving Rune is locked, it is paramount to avoid contact with mind-altering magics, especially those which can alter one's memory. In some cases, those Driving Husks have had their mind altered, resulting in them forgetting that the Husk is not their original body at all.

If a husk is ever destroyed whilst a creature is driving it, that creature's consciousness immediately returns to its original body, leading many to use Husks to carry out particularly dangerous lines of work.

When not being driven by a creature, the state of a Husk varies based on its subtypes. Some are completely motionless and dormant when not being driven, lacking any form of consciousness and serving as a vehicle for others. Some types pf Husks can effectively put themselves on auto-pilot, carrying out basic tasks and instructions provided to them by their creator. The most valuable and difficult to create Husks are known to have personalities of their own. Though some of these Husks view their ability to be driven as a source of new experiences and are able to remain as a semi-conscious co-pilot, there are others who grow to loath their status as Husks, seeking out costly rituals to remove their Driving Rune entirely. Though uncommon, these self-aware Husks turn to lives of adventure.

Lesser Husk

The most common form of husk, Lesser Husks range from four to seven feet tall and are most often made of stone or common metals like iron. Their appearances are blatantly artificial, though their faces are most often articulate enough to display basic emotions when piloted by a creature. Lesser Husks lack any form of consciousness when not piloted, meaning they are most often used to perfom labor and dangerous jobs. Lesser Husks are a particularly popular choice for time consuming manual labor due to the fact that while they aren't known for herculean strength, a creature Driving a Lesser Husk doesn't experience the feeling of their body tiring.

Labor Husk

Labor husks are nearly identical to Lesser Husks in every way save for possessing eyes made of gemstone. Outside of this minor visual distinction, the primary factor that distinguishes Labor Husks from Lesser Husks is their rudimentary consciousness. Though they lack the ability to speak, if a Labor Husk isn't being Driven, it can carry out basic instructions given to it by its creator. 

Martial Husk

Appearing as massive metallic humanoids, the largest and most durable form of Husks, Martial Husks are also the most dangerous. Created specifically for battle, Martial Husks are sizable war machines that stand eight feet tall, often equipped with four arms, several blades, and a defensive exoskeleton. Often used in war, these slow yet devastating Husks are favored by those who wish to participate in battle without putting themselves directly in harms way, especially as while Driving one, a creature is incapable of feeling pain. Due to the costly materials required to create these Husks are among the most uncommon Husks on the Realm of Mortals, with even major militant mights possessing small numbers of these constructs. When not being driven by a creature, these Husks remain stationary and lack a conciousness.

Pleasure Husk

Lacking any form of combative ability, Pleasure Husks are among the most fragile of their kind and are known for their sexual capabilities. Nearly indistinguishable from humanoid bimbos save for their Driving Runes, when a creature is piloting a Pleasure Husk, not only is the husk' body in a constant state of arousal, the pleasure they experience from sexual activity is substantially amplified, making them sought after by those interesting in mind-blowing sexual experiences. When not being driven, these Husks are capable of speach, but are incredibly air-headed, known aim to pleasure themselves and those around them. This has led many to seek to create Pleasure husks as to rent their services as a source of income.

Master Husks

The most advanced form of Husk, Master Husks are nearly indistinguishable from organic humanoids, only showing their artificial nature when damaged or harmed. In addition to their incredibly human-like appearances allowing a potential Driver to use a Master Husk to perform an act of espionage, especially skilled Inventors are capable of providing a Master Husk with access to magics it (and by extention a creature driving it) can cast. When not being driven, Master Husks have the most complex minds, possessing their own personalities and consciousnesses. Though this allows them to carry out complex tasks, this fact sometimes causes Master Husks to abandon their creator to seek out their own life's meaning. Though some Master Husks completely turn their back on their Driving capabilities and seek to remove their Driving Rune, others have been known to monetize their capabilities, offering their bodies through costly Driving services. When driven, Master Hucks are known to remain semi-conscious, serving as a co-pilot for the driver, capable of communicating with that creature telepathically. 


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